napalm flowing logic fixes. also napalm burns the terrain surface particles.
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@@ -1,8 +1,8 @@
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import {PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, SHIELD_TYPES} from './constants.js?v=8';
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import {drawCircle, plot} from './gfx.js?v=8';
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import {clamp, cycle, distance, randomInt} from './math.js?v=8';
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import {audio, createOsc} from './sound.js?v=8';
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import {clipTerrain} from './terrain.js?v=8';
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import {PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, SHIELD_TYPES} from './constants.js?v=15';
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import {drawCircle, plot} from './gfx.js?v=15';
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import {clamp, cycle, distance, randomInt} from './math.js?v=15';
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import {audio, createOsc} from './sound.js?v=15';
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import {clipTerrain} from './terrain.js?v=15';
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export function drawExplosion(ctx, x, y, r) {
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const step = Math.max(1, Math.floor(r / 12));
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@@ -184,7 +184,7 @@ export const EXPLOSION_TYPES = {
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osc.stop();
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},
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update(explosion, dt) {
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return (explosion.cr += dt * 30) < Math.min(explosion.r, explosion.y);
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return (explosion.cr += dt * 60) < Math.min(explosion.r, explosion.y);
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},
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draw(explosion, foreground, terrain) {
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const {x, y, cr, osc, pattern} = explosion;
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