AI, old projectile fade
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04a17063cb
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-10
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@@ -0,0 +1,14 @@
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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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@@ -7,6 +7,7 @@ import {audio, createOsc, playTickSound} from './sound.js';
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import {collapseTerrain, createTerrain, isTerrain, landHeight, closestLand} from './terrain.js';
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import {WEAPON_TYPES, EXPLOSION_TYPES, DEATH_SPECS} 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-turn';
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@@ -16,12 +17,12 @@ let projectile = null;
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let prevProjectile = null;
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let explosion = null;
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let wind = 0;
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let fadeCount = 0;
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// Init layers
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const sky = createSky(W, H);
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const terrain = createTerrain(W, H);
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const projectiles = createCanvas(W, H);
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const prevProjectiles = createCanvas(W, H);
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const foreground = createCanvas(W, H);
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for (let c of [sky, terrain, projectiles, foreground]) {
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@@ -38,8 +39,10 @@ for (let color of PLAYER_COLORS) {
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players.push({
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x, y: landHeight(terrain, x)+1, a,
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p: PLAYER_INITIAL_POWER, c: color,
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weapon: WEAPON_TYPES[i % WEAPON_TYPES.length],
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// weapon: WEAPON_TYPES[i % WEAPON_TYPES.length],
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weapon: WEAPON_TYPES[0],
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energy: PLAYER_MAX_ENERGY,
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ai: i !== 0 ? 'moron' : undefined,
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});
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i++;
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}
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@@ -54,8 +57,17 @@ function update() {
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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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let shoot;
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if (key('ArrowLeft')) {
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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 = wrap(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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player.a = wrap(0, a -1, 180);
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if (a % 2 === 0) playTickSound();
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} else if (key('ArrowRight')) {
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@@ -68,7 +80,11 @@ function update() {
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player.p = clamp(0, p -2, maxPower);
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if (p > 0 && p % 4 === 0) playTickSound();
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} else if (key(' ')) {
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state = 'fire';
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shoot = {a, p};
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}
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if (shoot) {
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const {a, p} = shoot;
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const [px, py] = vec(x, y-3, a+180, 5);
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projectile = prevProjectile = {
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osc: createOsc(),
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@@ -78,12 +94,17 @@ function update() {
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x:px, y:py, t: 0,
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};
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projectile.osc.start();
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state = 'fire';
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}
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}
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else if (state === 'fire') {
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prevProjectile = {...projectile};
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fadeProjectiles(5);
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if (++fadeCount % 3 === 0) {
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fadeProjectiles(2);
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fadeCount = 0;
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}
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for (let i=0; i<PROJECTILE_ITERATIONS_PER_FRAME; i++) {
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const {weapon, ox, oy, a, p, t} = projectile;
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@@ -193,12 +214,11 @@ function drawProjectile() {
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}
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function fadeProjectiles(amount) {
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// This leaves traces during rendering. Zeno's paradox :(
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prevProjectiles.globalAlpha = 1 - (amount / 255);
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prevProjectiles.clearRect(0, 0, W, H);
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prevProjectiles.drawImage(projectiles.canvas, 0, 0, W, H);
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// TODO: Very expensive, optimize
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const data = projectiles.getImageData(0, 0, W, H);
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for (let i=0; i<data.data.length; i+=4) data.data[i+3] -= amount;
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projectiles.clearRect(0, 0, W, H);
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projectiles.drawImage(prevProjectiles.canvas, 0, 0, W, H);
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projectiles.putImageData(data, 0, 0);
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}
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function drawExplosions() {
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