napalm flowing logic fixes. also napalm burns the terrain surface particles.

This commit is contained in:
catarrh committed 2026-07-26 14:40:18 +03:00
1 parent a836a85167
commit 63caf5875c
12 files changed
+171 -66

No files matched your search

+2 -2
View File
@@ -1,5 +1,5 @@
import {PLAYER_MAX_ENERGY, PLAYER_INITIAL_POWER, PLAYER_ENERGY_POWER_MULTIPLIER} from './constants.js?v=8';
import {randomInt} from './math.js?v=8';
import {PLAYER_MAX_ENERGY, PLAYER_INITIAL_POWER, PLAYER_ENERGY_POWER_MULTIPLIER} from './constants.js?v=15';
import {randomInt} from './math.js?v=15';
export const AI_TYPES = {
+3 -3
View File
@@ -1,6 +1,6 @@
import {splitWords} from './utils.js?v=8';
import {parable} from './math.js?v=8';
import {FONT_HEIGHT, FONT_WIDTH} from './constants.js?v=8';
import {splitWords} from './utils.js?v=15';
import {parable} from './math.js?v=15';
import {FONT_HEIGHT, FONT_WIDTH} from './constants.js?v=15';
export function createCanvas(width, height, readable) {
const canvas = document.createElement('canvas');
+1 -1
View File
@@ -1,4 +1,4 @@
import {DEFAULT_KEYPRESS_DELAY} from './constants.js?v=8';
import {DEFAULT_KEYPRESS_DELAY} from './constants.js?v=15';
const input = {};
let lastKeypressTime = 0;
+140 -35
View File
@@ -1,15 +1,15 @@
import {AI_TYPES} from './ai.js?v=8';
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, STARTING_SCORE, SCORE_PER_KILL, SCORE_FOR_WIN, MARKET_ITEMS, NAPALM_SPAWN_RATE, FIRE_DURATION, FIRE_DAMAGE} from './constants.js?v=8';
import {createCanvas, drawLine, drawRect, drawSemiCircle, drawText, loop, plot, strokeCircle} from './gfx.js?v=8';
import {afterKeyDelay, key} from './input.js?v=8';
import {clamp, deg2rad, distance, parable, random, randomInt, vec, wrap} from './math.js?v=8';
import {PROJECTILE_TYPES} from './projectiles.js?v=8';
import {generateSky} from './sky.js?v=8';
import {playTickSound} from './sound.js?v=8';
import {clipTerrain, closestLand, collapseTerrain, generateTerrain, isTerrain, landHeight, startCollapseTerrain, collapseTerrainStep} from './terrain.js?v=8';
import {sample, shuffle} from './utils.js?v=8';
import {EXPLOSION_TYPES} from './weapons.js?v=8';
import {drawPanelBg, drawPanelTitle, drawPanelText, drawPanelDivider, drawPanelMenu, getPanelBounds} from './panel.js?v=8';
import {AI_TYPES} from './ai.js?v=15';
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, STARTING_SCORE, SCORE_PER_KILL, SCORE_FOR_WIN, MARKET_ITEMS, NAPALM_SPAWN_RATE, FIRE_DURATION, FIRE_DAMAGE} from './constants.js?v=15';
import {createCanvas, drawLine, drawRect, drawSemiCircle, drawText, loop, plot, strokeCircle} from './gfx.js?v=15';
import {afterKeyDelay, key} from './input.js?v=15';
import {clamp, deg2rad, distance, parable, random, randomInt, vec, wrap} from './math.js?v=15';
import {PROJECTILE_TYPES} from './projectiles.js?v=15';
import {generateSky} from './sky.js?v=15';
import {playTickSound} from './sound.js?v=15';
import {clipTerrain, closestLand, collapseTerrain, generateTerrain, isTerrain, landHeight, startCollapseTerrain, collapseTerrainStep} from './terrain.js?v=15';
import {sample, shuffle} from './utils.js?v=15';
import {EXPLOSION_TYPES} from './weapons.js?v=15';
import {drawPanelBg, drawPanelTitle, drawPanelText, drawPanelDivider, drawPanelMenu, getPanelBounds} from './panel.js?v=15';
let state = 'start-game';
@@ -28,6 +28,7 @@ let napalmParticles = [];
let fireCells = [];
let smokeParticles = [];
let napalmEmitter = null;
const reservedPositions = new Set();
let winner;
let score = 0;
@@ -257,8 +258,11 @@ function updateMarket() {
if (item === 'babyMissile') return;
if (item === 'parachute') {
const t = humanPlayer.tools.find(x => x.type === 'parachute');
if (t && t.ammo > 0) {
const refund = itemData.price / itemData.ammo;
if (t.ammo > 0) {
const soldUnits = itemData.ammo - t.ammo;
const totalRefund = Math.floor((soldUnits + 1) * itemData.price / itemData.ammo);
const refund = totalRefund - (t._refunded || 0);
t._refunded = totalRefund;
score += refund;
t.ammo--;
if (t.ammo <= 0) humanPlayer.tools = humanPlayer.tools.filter(x => x.type !== 'parachute');
@@ -273,7 +277,10 @@ function updateMarket() {
} else {
const weapon = humanPlayer.weapons.find(w => w.type === item);
if (weapon && weapon.ammo > 0) {
const refund = itemData.price / itemData.ammo;
const soldUnits = itemData.ammo - weapon.ammo;
const totalRefund = Math.floor((soldUnits + 1) * itemData.price / itemData.ammo);
const refund = totalRefund - (weapon._refunded || 0);
weapon._refunded = totalRefund;
score += refund;
weapon.ammo--;
if (weapon.ammo <= 0) {
@@ -716,7 +723,7 @@ export function spawnNapalm(x, y, totalParticles, source) {
}
function tryEmitParticle(x, y, source) {
const p = {x, y, dir: 0, hasDir: false, alive: true, source};
const p = {x, y, dir: 0, hasDir: false, alive: true, source, emitX: x, emitY: y};
const below = isTerrain(terrain, p.x, p.y + 1);
if (!below) return p;
@@ -756,11 +763,43 @@ function updateNapalm(dt) {
if (napalmEmitter.totalEmitted >= napalmEmitter.total) napalmEmitter = null;
}
napalmParticles.sort((a, b) => b.y - a.y);
reservedPositions.clear();
for (const p of napalmParticles) if (p.alive) reservedPositions.add(p.x + ',' + p.y);
for (let p of napalmParticles) updateParticle(p);
napalmParticles = napalmParticles.filter(p => p.alive);
// Settle pass: collapse unsupported columns, then let particles flow/spill
let changed = true;
while (changed) {
changed = false;
reservedPositions.clear();
for (const p of napalmParticles) if (p.alive) reservedPositions.add(p.x + ',' + p.y);
napalmParticles.sort((a, b) => b.y - a.y);
for (let p of napalmParticles) {
if (!p.alive) continue;
const below = isTerrain(terrain, p.x, p.y + 1) || isTank(p.x, p.y + 1);
const napalmBelow = hasNapalmAt(p.x, p.y + 1, p);
if (!below && !napalmBelow && p.y < H - 1) {
claimMove(p, p.x, p.y + 1);
changed = true;
}
}
if (changed) {
reservedPositions.clear();
for (const p of napalmParticles) if (p.alive) reservedPositions.add(p.x + ',' + p.y);
napalmParticles.sort((a, b) => b.y - a.y);
for (let p of napalmParticles) if (p.alive) updateParticle(p);
napalmParticles = napalmParticles.filter(p => p.alive);
}
}
for (let f of fireCells) f.timeLeft -= dt;
const deadFireCells = fireCells.filter(f => f.timeLeft <= 0);
fireCells = fireCells.filter(f => f.timeLeft > 0);
for (let f of deadFireCells) {
clipTerrain(terrain, (ctx) => drawRect(ctx, f.x, f.y + 1, 1, 1, ctx.color));
}
for (let f of fireCells) {
if (Math.random() < dt * 6) smokeParticles.push({
@@ -796,21 +835,57 @@ function hasNapalmAt(x, y, exclude) {
return napalmParticles.some(np => np.alive && np !== exclude && np.x === x && np.y === y);
}
function claimMove(p, nx, ny) {
const key = nx + ',' + ny;
if (reservedPositions.has(key)) return false;
reservedPositions.delete(p.x + ',' + p.y);
reservedPositions.add(key);
p.x = nx;
p.y = ny;
return true;
}
function pushNapalmColumn(x, startY) {
const column = [];
for (let y = startY; y >= 0; y--) {
const np = napalmParticles.find(n => n.alive && n.x === x && n.y === y);
if (np) np.y--;
if (np) column.push(np);
else break;
}
for (let i = column.length - 1; i >= 0; i--) {
const np = column[i];
const ok = np.x + ',' + np.y;
np.y--;
reservedPositions.delete(ok);
reservedPositions.add(np.x + ',' + np.y);
}
}
function pushRow(x, y, dir) {
const row = [];
let cx = x + dir;
while (!isTerrain(terrain, cx, y)) {
const np = napalmParticles.find(n => n.alive && n.x === cx && n.y === y);
if (np) {
row.push(np);
cx += dir;
} else break;
}
for (let i = row.length - 1; i >= 0; i--) {
const np = row[i];
const ok = np.x + ',' + np.y;
np.x += dir;
reservedPositions.delete(ok);
reservedPositions.add(np.x + ',' + np.y);
}
}
function tryFlow(p, dir) {
const nx = p.x + dir;
const ny = p.y + 1;
if (!isTerrain(terrain, nx, ny)) {
if (hasNapalmAt(nx, ny, p)) pushNapalmColumn(nx, ny);
p.x = nx;
p.y = ny;
if (hasNapalmAt(nx, ny, p)) return false;
if (!claimMove(p, nx, ny)) return false;
if (!p.hasDir) { p.dir = dir; p.hasDir = true; }
return true;
}
@@ -820,8 +895,8 @@ function tryFlow(p, dir) {
function trySpill(p, dir) {
const nx = p.x + dir;
if (!isTerrain(terrain, nx, p.y)) {
if (hasNapalmAt(nx, p.y, p)) pushNapalmColumn(nx, p.y);
p.x = nx;
if (hasNapalmAt(nx, p.y, p)) return false;
if (!claimMove(p, nx, p.y)) return false;
if (!p.hasDir) { p.dir = dir; p.hasDir = true; }
return true;
}
@@ -833,8 +908,9 @@ function updateParticle(p) {
const napalmBelow = hasNapalmAt(p.x, p.y + 1, p);
if (!below && !napalmBelow) {
if (p.y < H - 1) { p.y++; return; }
if (p.y < H - 1) { claimMove(p, p.x, p.y + 1); return; }
p.alive = false;
reservedPositions.delete(p.x + ',' + p.y);
return;
}
@@ -845,6 +921,7 @@ function updateParticle(p) {
if (below && !hasFireAt(p.x, p.y) && !napalmBelow) {
createFire(p.x, p.y, p.source);
p.alive = false;
reservedPositions.delete(p.x + ',' + p.y);
return;
}
@@ -854,11 +931,16 @@ function updateParticle(p) {
if (!isTerrain(terrain, p.x + 1, p.y + 1)) flowDirs.push(1);
if (flowDirs.length > 0) {
const dir = sample(flowDirs);
if (hasNapalmAt(p.x + dir, p.y + 1, p)) pushNapalmColumn(p.x + dir, p.y + 1);
p.x += dir;
p.y += 1;
p.dir = dir;
p.hasDir = true;
if (claimMove(p, p.x + dir, p.y + 1)) {
p.dir = dir;
p.hasDir = true;
} else if (flowDirs.length > 1) {
const other = flowDirs.find(d => d !== dir);
if (claimMove(p, p.x + other, p.y + 1)) {
p.dir = other;
p.hasDir = true;
}
}
return;
}
@@ -867,19 +949,42 @@ function updateParticle(p) {
if (!isTerrain(terrain, p.x + 1, p.y)) spillDirs.push(1);
if (spillDirs.length > 0) {
const dir = sample(spillDirs);
if (hasNapalmAt(p.x + dir, p.y, p)) pushNapalmColumn(p.x + dir, p.y);
p.x += dir;
p.dir = dir;
p.hasDir = true;
if (claimMove(p, p.x + dir, p.y)) {
p.dir = dir;
p.hasDir = true;
} else if (spillDirs.length > 1) {
const other = spillDirs.find(d => d !== dir);
if (claimMove(p, p.x + other, p.y)) {
p.dir = other;
p.hasDir = true;
}
}
return;
}
pushNapalmColumn(p.x, p.y);
p.alive = false;
const canPushLeft = !isTerrain(terrain, p.x - 1, p.y)
&& napalmParticles.some(np => np.alive && np.x === p.x - 1 && np.y === p.y)
&& !isTerrain(terrain, p.x - 2, p.y);
const canPushRight = !isTerrain(terrain, p.x + 1, p.y)
&& napalmParticles.some(np => np.alive && np.x === p.x + 1 && np.y === p.y)
&& !isTerrain(terrain, p.x + 2, p.y);
if (canPushLeft || canPushRight) {
const dir = canPushLeft && canPushRight ? sample([-1, 1]) : (canPushLeft ? -1 : 1);
pushRow(p.x, p.y, dir);
return;
}
if (p.x === p.emitX && p.y === p.emitY) {
pushNapalmColumn(p.x, p.y - 1);
}
return;
}
if (tryFlow(p, p.dir) || trySpill(p, p.dir)) return;
p.alive = false;
if (p.x === p.emitX && p.y === p.emitY) {
pushNapalmColumn(p.x, p.y - 1);
}
}
function applyFireDamage(dt) {
+2 -2
View File
@@ -1,5 +1,5 @@
import {PANEL_WIDTH, PANEL_HEIGHT, PANEL_FONT_SIZE, PANEL_TITLE_FONT_SIZE, PANEL_BG_COLOR, PANEL_BORDER_COLOR, W, H, FONT_WIDTH} from './constants.js?v=8';
import {drawRect, drawLine} from './gfx.js?v=8';
import {PANEL_WIDTH, PANEL_HEIGHT, PANEL_FONT_SIZE, PANEL_TITLE_FONT_SIZE, PANEL_BG_COLOR, PANEL_BORDER_COLOR, W, H, FONT_WIDTH} from './constants.js?v=15';
import {drawRect, drawLine} from './gfx.js?v=15';
const PANEL_X = (W - PANEL_WIDTH) / 2;
const PANEL_Y = (H - PANEL_HEIGHT) / 2;
+7 -7
View File
@@ -1,10 +1,10 @@
import {H, PROJECTILE_ITERATIONS_PER_FRAME, PROJECTILE_ITERATION_PROGRESS, PROJECTILE_MAX_SOUND_FREQUENCY, PROJECTILE_MIN_SOUND_FREQUENCY, PROJECTILE_POWER_REDUCTION_FACTOR, PROJECTILE_WIND_REDUCTION_FACTOR, WEAPON_TYPES, PLAYER_TANK_Y_FOOTPRINT} from './constants.js?v=8';
import {checkLineWith, drawLineVirtual} from './gfx.js?v=8';
import {createParticles, isTank, isTankShield, spawnNapalm, tracerMode} from './main.js?v=8';
import {deg2rad, parable, rad2deg, wrap} from './math.js?v=8';
import {audio, createOsc} from './sound.js?v=8';
import {isTerrain, landHeight} from './terrain.js?v=8';
import {EXPLOSION_TYPES} from './weapons.js?v=8';
import {H, PROJECTILE_ITERATIONS_PER_FRAME, PROJECTILE_ITERATION_PROGRESS, PROJECTILE_MAX_SOUND_FREQUENCY, PROJECTILE_MIN_SOUND_FREQUENCY, PROJECTILE_POWER_REDUCTION_FACTOR, PROJECTILE_WIND_REDUCTION_FACTOR, WEAPON_TYPES, PLAYER_TANK_Y_FOOTPRINT} from './constants.js?v=15';
import {checkLineWith, drawLineVirtual} from './gfx.js?v=15';
import {createParticles, isTank, isTankShield, spawnNapalm, tracerMode} from './main.js?v=15';
import {deg2rad, parable, rad2deg, wrap} from './math.js?v=15';
import {audio, createOsc} from './sound.js?v=15';
import {isTerrain, landHeight} from './terrain.js?v=15';
import {EXPLOSION_TYPES} from './weapons.js?v=15';
export const PROJECTILE_TYPES = {
+4 -4
View File
@@ -1,7 +1,7 @@
import {SKY_COLORS} from './constants.js?v=8';
import {drawRect} from './gfx.js?v=8';
import {gradient} from './math.js?v=8';
import {sample} from './utils.js?v=8';
import {SKY_COLORS} from './constants.js?v=15';
import {drawRect} from './gfx.js?v=15';
import {gradient} from './math.js?v=15';
import {sample} from './utils.js?v=15';
export function generateSky(ctx) {
const {width, height} = ctx.canvas;
+1 -1
View File
@@ -1,4 +1,4 @@
import {SOUND_MUSIC_VOLUME, SOUND_SFX_VOLUME} from './constants.js?v=8';
import {SOUND_MUSIC_VOLUME, SOUND_SFX_VOLUME} from './constants.js?v=15';
// @ts-ignore
export const audio = new (window.AudioContext || window.webkitAudioContext)();
+3 -3
View File
@@ -1,6 +1,6 @@
import {clipCanvas, drawCircle, drawRect} from './gfx.js?v=8';
import {clamp, coords2index, random, randomInt} from './math.js?v=8';
import {sample} from './utils.js?v=8';
import {clipCanvas, drawCircle, drawRect} from './gfx.js?v=15';
import {clamp, coords2index, random, randomInt} from './math.js?v=15';
import {sample} from './utils.js?v=15';
let cachedImageData;
+1 -1
View File
@@ -1,4 +1,4 @@
import {randomInt} from './math.js?v=8';
import {randomInt} from './math.js?v=15';
export function sample(arr) {
return arr[randomInt(0, arr.length-1)];
+6 -6
View File
@@ -1,8 +1,8 @@
import {PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, SHIELD_TYPES} from './constants.js?v=8';
import {drawCircle, plot} from './gfx.js?v=8';
import {clamp, cycle, distance, randomInt} from './math.js?v=8';
import {audio, createOsc} from './sound.js?v=8';
import {clipTerrain} from './terrain.js?v=8';
import {PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, SHIELD_TYPES} from './constants.js?v=15';
import {drawCircle, plot} from './gfx.js?v=15';
import {clamp, cycle, distance, randomInt} from './math.js?v=15';
import {audio, createOsc} from './sound.js?v=15';
import {clipTerrain} from './terrain.js?v=15';
export function drawExplosion(ctx, x, y, r) {
const step = Math.max(1, Math.floor(r / 12));
@@ -184,7 +184,7 @@ export const EXPLOSION_TYPES = {
osc.stop();
},
update(explosion, dt) {
return (explosion.cr += dt * 30) < Math.min(explosion.r, explosion.y);
return (explosion.cr += dt * 60) < Math.min(explosion.r, explosion.y);
},
draw(explosion, foreground, terrain) {
const {x, y, cr, osc, pattern} = explosion;