Prototype
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import {splitWords} from './utils.js';
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import {parable} from './math.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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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) {
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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) plot(ctx, y, x, color); else plot(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 drawRect(ctx, x, y, w, h, color) {
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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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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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for (let cy = -r; cy <= r; cy++) {
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for (let cx = -r; cx <= r; cx++) {
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if (cx*cx + cy*cy <= r*r + r*0.85) {
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plot(ctx, x+cx, y+cy, color);
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}
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}
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}
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}
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export function plotParable(ctx, x, y, a, v, g) {
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for (let t=0; t<1000; t+=0.01) {
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const [fx, fy] = parable(t, x, y, a, v, g);
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plot(ctx, (fx), (fy), 'white');
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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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ctx.font = '5px text';
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ctx.textBaseline = baseline;
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ctx.textAlign = align;
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ctx.fillStyle = color;
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ctx.strokeStyle = 'black';
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ctx.strokeText(text, x, y);
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ctx.fillText(text, x, y);
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}
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export function drawParagraph(ctx, text, x, y, w, h, color) {
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let tx = 0;
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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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requestAnimationFrame(looped);
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fn();
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})();
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}
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+19
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Scorched Earth</title>
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<style>
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* {box-sizing: border-box}
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html, body {padding: 0; margin: 0}
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body {background: black; height:100vh; overflow: hidden;
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display:flex; align-items:center; justify-content:center;}
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canvas {image-rendering: pixelated}
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@font-face { font-family: 'text'; src:url(font.ttf) }
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</style>
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</head>
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<body>
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<script type="module" src="main.js"></script>
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</body>
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</html>
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const input = {};
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document.addEventListener('keydown', ({key}) => input[key] = true);
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document.addEventListener('keyup', ({key}) => input[key] = false);
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export function key(key) {return input[key]}
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import {key} from './input.js';
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import {createTerrain, clipTerrain, isTerrain} from './terrain.js';
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import {createCanvas, drawCircle, drawLine, plot, drawParagraph, loop, drawText} from './gfx.js';
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import {wrap, clamp, parable, deg2rad, vec} from './math.js';
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import {drawExplosion, WEAPONS} from './weapons.js';
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const W = 384; const H = 240; const Z = 3;
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let state = 'aim';
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const players = [];
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let currentPlayer = 0;
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let projectile = null;
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// Init canvas
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const fb = createCanvas(W, H);
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fb.canvas.style.width = `${W * Z}px`;
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fb.canvas.style.height = `${H * Z}px`;
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document.body.appendChild(fb.canvas);
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// Init terrain
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const terrain = createTerrain(W, H);
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// Init projectiles
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const projectiles = createCanvas(W, H);
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// Init players
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players.push({x:100, y:H-80, a:0, p:100, c:'red', weapon:WEAPONS[0]});
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players.push({x:220, y:H-80, a:0, p:100, c:'blue', weapon:WEAPONS[1]});
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function update() {
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if (state === 'aim') {
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const player = players[currentPlayer];
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const {x, y, a, p} = player;
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if (key('ArrowLeft')) {
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player.a = wrap(0, a -1, 180);
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} else if (key('ArrowRight')) {
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player.a = wrap(0, a +1, 180);
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} else if (key('ArrowUp')) {
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player.p = clamp(100, p +5, 1000);
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} else if (key('ArrowDown')) {
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player.p = clamp(100, p -5, 1000);
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} else if (key(' ')) {
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state = 'fire';
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fadeProjectiles();
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const [px, py] = vec(x, y, a+180, 10);
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projectile = {
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player: player,
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weapon: player.weapon,
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ox:px, oy:py, a, p,
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x:0, y:0, t: 0,
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};
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}
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}
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else if (state === 'fire') {
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for (let i=0; i<10; i++) {
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const {weapon, ox, oy, a, p, t} = projectile;
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const [x, y] = parable(t, ox, oy, deg2rad(180+a), p/10, 9.8);
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projectile.t += 0.01;
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projectile.x = Math.round(x);
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projectile.y = Math.round(y);
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if (y > H || isTerrain(terrain, x, y)) {
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clipTerrain(terrain, (ctx) => drawExplosion(ctx, projectile.x, projectile.y, weapon.xr));
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currentPlayer = wrap(0, currentPlayer+1, players.length);
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projectile = null;
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state = 'aim';
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return;
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}
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}
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}
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}
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function draw() {
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fb.clearRect(0, 0, W, H);
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fb.drawImage(terrain.canvas, 0, 0);
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if (projectile) drawProjectile();
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fb.drawImage(projectiles.canvas, 0, 0);
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for (let tank of players) drawPlayer(tank);
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}
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function drawPlayer(player) {
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const {x, y, a, c} = player;
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const [px, py] = vec(x, y, a+180, 10);
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drawLine(fb, x, y, Math.round(px), Math.round(py), c);
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drawStatus();
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}
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function drawProjectile() {
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const {x, y, player} = projectile;
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plot(projectiles, x, y, player.c);
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}
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function fadeProjectiles() {
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const imageData = projectiles.getImageData(0, 0, W, H);
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for (let i=0; i<imageData.data.length; i+=4) imageData.data[i+3] -= 25;
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projectiles.clearRect(0, 0, W, H);
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projectiles.putImageData(imageData, 0, 0);
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}
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function drawStatus() {
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const player = players[currentPlayer];
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const {weapon} = player;
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drawText(fb, `AIM=${player.a} PWR=${player.p}`, 8, 8, player.c, 'left');
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drawText(fb, `${weapon.name}`, W-8, 8, player.c, 'right');
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}
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loop(() => {
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update();
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draw();
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});
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export function coords(width, i) {
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return [i%width, Math.floor(i/width)];
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}
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export function index(width, x, y) {
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return y * width + x;
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}
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export function random(min, max) {
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return min + Math.random() * (max-min);
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}
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export function randomInt(min, max) {
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return Math.round(random(min, max));
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}
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export function sample(arr) {
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return arr[randomInt(0, arr.length-1)];
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}
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export function clamp(min, x, max) {
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return Math.max(min, Math.min(x, max));
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}
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export function wrap(min, x, max) {
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return ((x-min + max-min) % (max-min)) + min;
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}
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export function parable(t, x, y, a, v, g) {
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const fx = x + t * v * Math.cos(a);
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const fy = y + t * v * Math.sin(a) - 0.5 * -g * t*t;
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return [fx, fy];
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}
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export function vec(x, y, a, l) {
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a = a * Math.PI / 180;
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return [x+Math.cos(a)*l, y+Math.sin(a)*l];
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}
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export function deg2rad(a) { return a * Math.PI/180 }
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export function rad2deg(a) { return a * 180/Math.PI }
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+20
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import {createCanvas, drawRect, clipCanvas} from './gfx.js';
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export function createTerrain(width, height) {
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const terrain = createCanvas(width, height);
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generateTerrain(terrain, width, height);
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return terrain;
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}
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export function generateTerrain(ctx, width, height) {
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drawRect(ctx, 0, height-80, width, 80, 'burlywood');
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}
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export function isTerrain(ctx, x, y) {
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const imageData = ctx.getImageData(x, y, 1, 1);
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return imageData.data[3] > 0;
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}
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export function clipTerrain(ctx, fn) {
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return clipCanvas(ctx, fn);
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}
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export function nextId() {
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// @ts-ignore
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const id = nextId.id || 0;
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// @ts-ignore
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nextId.id = id + 1;
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return id;
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}
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export function splitWords(text) {
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let words = [''];
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for (let char of text) {
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if ([' ', '\n'].includes(char)) words.push(char, '');
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else words[words.length-1] += char;
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}
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if (words[words.length-1] === '') words = words.slice(0, words.length-1);
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return words;
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}
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+10
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import {drawCircle} from './gfx.js';
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export const WEAPONS = [
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{id:'baby-missile', name:'Baby Missile', xr:5},
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{id:'missile', name:'Missile', xr:10},
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];
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export function drawExplosion(ctx, x, y, r) {
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drawCircle(ctx, x, y, r, 'white');
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}
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