Optimized terrain collapse

This commit is contained in:
zenoamaro committed 2019-06-26 03:05:23 +02:00
1 parent 37eab40230
commit 54ff6b6472
2 files changed
+16 -14

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+5 -6
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@@ -22,7 +22,7 @@ fb.canvas.style.width = `${W * Z}px`;
fb.canvas.style.height = `${H * Z}px`;
document.body.appendChild(fb.canvas);
// Init aux canvases
// Layers
const sky = createSky(W, H);
const terrain = createTerrain(W, H);
const projectiles = createCanvas(W, H);
@@ -86,15 +86,15 @@ function update() {
if (y > H || isTerrain(terrain, x, y)) {
clipTerrain(terrain, (ctx) => drawExplosion(ctx, projectile.x, projectile.y, weapon.xr));
projectile.osc.stop();
projectile = null;
state = 'collapse-land';
state = 'land-collapse';
return;
}
}
}
else if (state === 'collapse-land') {
collapseTerrain(terrain);
else if (state === 'land-collapse') {
collapseTerrain(terrain, projectile.x, projectile.weapon.xr);
projectile = null;
state = 'land-players';
}
@@ -117,7 +117,6 @@ function update() {
}
function draw() {
fb.clearRect(0, 0, W, H);
fb.drawImage(sky.canvas, 0, 0);
fb.drawImage(terrain.canvas, 0, 0);
if (projectile) drawProjectile();