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

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

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+6 -6
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@@ -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;