new weapons: napalm and baby napalm
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@@ -10,29 +10,79 @@ A modern [Scorched Earth](https://en.wikipedia.org/wiki/Scorched_Earth_(video_ga
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Tanks take turns to shoot at other tanks. The last surviving tank wins the round. Player 1 (red) is controlled via the keyboard, while other players are randomly-picked AIs.
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Use the start menu to configure players (2-6), rounds (1/3/5/10), and terrain type before each battle. Between rounds, visit the market to spend your score on weapons.
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Napalm weapons create fire that spreads across the terrain. Fire burns for 3 seconds, damages tanks positioned on or adjacent to burning terrain, and can fill depressions like liquid.
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### Controls
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| Key | Function | With Shift | With Alt |
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|-|-|-|-|
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| Up/Down | Increase/decrease firing power | Increase/decrease by 10 | Increase/decrease slowly |
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| Left/Right | Aim higher/lower | Increase/decrease by 10 | Increase/decrease slowly |
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| Tab | Switch to your next weapon | Switch to your previous weapon | |
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| Space | Fire | | |
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### Market controls
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| Key | Function |
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|-|-|
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| Up/Down | Navigate items |
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| Right | Buy item |
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| Left | Sell item (full price refund) |
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| Enter | Start round |
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## Features
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- [X] Play up to six tanks at once
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- [X] Colorful retro graphics
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- [X] Up to six players with menu configuration
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- [X] Multi-round battles with score tracking
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- [X] Weapons & tools market (buy/sell)
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- [X] Napalm weapons with liquid physics, fire propagation, and smoke effects
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- [X] Animated terrain collapse (pixel-level gravity simulation)
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- [X] Colorful retro graphics with 8×16 / 8×8 bitmap fonts
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- [X] Frame-rate independent physics
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- [X] Special graphic effects
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- [X] Bullet physics, traces and sounds
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- [X] Randomly generated terrains
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- [X] Randomly generated terrains (Mountain, Sand)
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- [X] Wide assortment of weapons
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- [ ] Wide asssortment of tools (only shields and parachutes implemented so far)
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- [ ] Wide assortment of tools (only shields and parachutes implemented)
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- [ ] Many different tanks to pick from
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- [ ] Many AIs to battle against (only Moron and Chooser implemented so far)
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- [ ] Long, multiple-round battles
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- [X] Weapons & tools market
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- [ ] Many AIs to battle against (only Moron and Chooser implemented)
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- [ ] Configuration
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- [ ] Local Multiplayer
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- [ ] Internet Multiplayer
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## Weapons
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| Weapon | Projectile | Effect | Price |
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|-|-|-|-|
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| Tracer | Normal | Light tracer round, no blast | FREE |
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| Baby Missile | Normal | Small blast (r=5) | FREE |
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| Missile | Normal | Medium blast (r=20) | $15 |
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| Baby Nuke | Normal | Large blast (r=50) | $25 |
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| Nuke | Normal | Huge blast (r=100) | $50 |
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| Baby Napalm | Normal | Emits 32 napalm particles, fire burns 3s | $20 |
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| Napalm | Normal | Emits 64 napalm particles, fire burns 3s | $40 |
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| Baby Roller | Roller | Bouncing roller, small blast (r=15) | $15 |
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| Roller | Roller | Bouncing roller, medium blast (r=35) | $25 |
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| Super Roller | Roller | Bouncing roller, large blast (r=60) | $40 |
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| MIRV | MIRV (3-way) | Triple split shot | $25 |
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| X-MIRV | MIRV (5-way) | Five-way split shot | $50 |
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| Leapfrog | Leapfrog (3 bounces) | Bounces 3 times, progressive power | $25 |
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| Super Leapfrog | Leapfrog (6 bounces) | Bounces 6 times, progressive power | $40 |
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| Small Dirt | Normal | Dirt spray (r=25), no damage | $10 |
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| Dirt | Normal | Dirt spray (r=50), no damage | $20 |
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| Ton of Dirt | Normal | Dirt spray (r=75), no damage | $35 |
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| Small Dig Bomb | Normal | Digs crater (r=25), no damage | $10 |
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| Dig Bomb | Normal | Digs crater (r=50), no damage | $20 |
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| Large Dig Bomb | Normal | Digs crater (r=75), no damage | $35 |
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### Tools
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| Tool | Effect | Price |
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|-|-|-|
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| Parachute | Reduces fall damage | $30 |
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## License
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Licensed under the MIT LICENSE.
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+1
-1
@@ -17,6 +17,6 @@
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</style>
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</head>
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<body>
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<script type="module" src="src/main.js?v=5"></script>
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<script type="module" src="src/main.js?v=6"></script>
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</body>
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</html>
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@@ -1,5 +1,5 @@
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import {PLAYER_MAX_ENERGY, PLAYER_INITIAL_POWER, PLAYER_ENERGY_POWER_MULTIPLIER} from './constants.js?v=5';
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import {randomInt} from './math.js?v=5';
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import {PLAYER_MAX_ENERGY, PLAYER_INITIAL_POWER, PLAYER_ENERGY_POWER_MULTIPLIER} from './constants.js?v=6';
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import {randomInt} from './math.js?v=6';
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export const AI_TYPES = {
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@@ -33,6 +33,8 @@ export const WEAPON_TYPES = {
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missile: {id:'missile', name:'Missile', projectile:{type:'normal'}, explosion:{type:'blast', r:20}},
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babyNuke: {id:'babyNuke', name:'Baby Nuke', projectile:{type:'normal'}, explosion:{type:'blast', r:50}},
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nuke: {id:'nuke', name:'Nuke', projectile:{type:'normal'}, explosion:{type:'blast', r:100}},
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babyNapalm: {id:'babyNapalm', name:'Baby Napalm', projectile:{type:'normal'}, explosion:{type:'napalm', particles:32}},
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napalm: {id:'napalm', name:'Napalm', projectile:{type:'normal'}, explosion:{type:'napalm', particles:64}},
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babyRoller: {id:'babyRoller', name:'Baby Roller', projectile:{type:'roller'}, explosion:{type:'blast', r:15}},
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roller: {id:'roller', name:'Roller', projectile:{type:'roller'}, explosion:{type:'blast', r:35}},
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superRoller: {id:'superRoller', name:'Super Roller', projectile:{type:'roller'}, explosion:{type:'blast', r:60}},
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@@ -106,6 +108,9 @@ export const PARTICLE_TIME_FACTOR = 13;
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export const PARTICLE_POWER_REDUCTION_FACTOR = 15;
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export const PARTICLE_WIND_REDUCTION_FACTOR = 3;
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export const PARTICLE_FADE_AMOUNT = 1;
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export const NAPALM_SPAWN_RATE = 16;
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export const FIRE_DURATION = 3;
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export const FIRE_DAMAGE = 5;
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export const MAX_EXPLOSION_SHAKE_FACTOR = 45;
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export const EXPLOSION_SHAKE_REDUCTION_FACTOR = 7;
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@@ -138,6 +143,8 @@ export const MARKET_ITEMS = {
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babyRoller: { price: 15, ammo: 5 },
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roller: { price: 25, ammo: 3 },
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superRoller: { price: 40, ammo: 1 },
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babyNapalm: { price: 20, ammo: 3 },
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napalm: { price: 40, ammo: 2 },
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mirv: { price: 25, ammo: 3 },
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xmirv: { price: 50, ammo: 1 },
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leapfrog: { price: 25, ammo: 3 },
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+5
-5
@@ -1,10 +1,10 @@
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import {splitWords} from './utils.js?v=5';
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import {parable} from './math.js?v=5';
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import {FONT_HEIGHT, FONT_WIDTH} from './constants.js?v=5';
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import {splitWords} from './utils.js?v=6';
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import {parable} from './math.js?v=6';
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import {FONT_HEIGHT, FONT_WIDTH} from './constants.js?v=6';
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export function createCanvas(width, height) {
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export function createCanvas(width, height, readable) {
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const canvas = document.createElement('canvas');
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const ctx = canvas.getContext('2d');
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const ctx = canvas.getContext('2d', {willReadFrequently: !!readable});
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canvas.width = width; canvas.height = height
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return ctx;
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}
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+1
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@@ -1,4 +1,4 @@
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import {DEFAULT_KEYPRESS_DELAY} from './constants.js?v=5';
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import {DEFAULT_KEYPRESS_DELAY} from './constants.js?v=6';
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const input = {};
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let lastKeypressTime = 0;
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+240
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@@ -1,15 +1,15 @@
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import {AI_TYPES} from './ai.js?v=5';
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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} from './constants.js?v=5';
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import {createCanvas, drawLine, drawRect, drawSemiCircle, drawText, loop, plot, strokeCircle} from './gfx.js?v=5';
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import {afterKeyDelay, key} from './input.js?v=5';
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import {clamp, deg2rad, distance, parable, random, randomInt, vec, wrap} from './math.js?v=5';
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import {PROJECTILE_TYPES} from './projectiles.js?v=5';
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import {generateSky} from './sky.js?v=5';
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import {playTickSound} from './sound.js?v=5';
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import {clipTerrain, closestLand, collapseTerrain, generateTerrain, isTerrain, landHeight, startCollapseTerrain, collapseTerrainStep} from './terrain.js?v=5';
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import {sample, shuffle} from './utils.js?v=5';
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import {EXPLOSION_TYPES} from './weapons.js?v=5';
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import {drawPanelBg, drawPanelTitle, drawPanelText, drawPanelDivider, drawPanelMenu, getPanelBounds} from './panel.js?v=5';
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import {AI_TYPES} from './ai.js?v=6';
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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=6';
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import {createCanvas, drawLine, drawRect, drawSemiCircle, drawText, loop, plot, strokeCircle} from './gfx.js?v=6';
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import {afterKeyDelay, key} from './input.js?v=6';
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import {clamp, deg2rad, distance, parable, random, randomInt, vec, wrap} from './math.js?v=6';
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import {PROJECTILE_TYPES} from './projectiles.js?v=6';
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import {generateSky} from './sky.js?v=6';
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import {playTickSound} from './sound.js?v=6';
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import {clipTerrain, closestLand, collapseTerrain, generateTerrain, isTerrain, landHeight, startCollapseTerrain, collapseTerrainStep} from './terrain.js?v=6';
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import {sample, shuffle} from './utils.js?v=6';
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import {EXPLOSION_TYPES} from './weapons.js?v=6';
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import {drawPanelBg, drawPanelTitle, drawPanelText, drawPanelDivider, drawPanelMenu, getPanelBounds} from './panel.js?v=6';
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let state = 'start-game';
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@@ -24,6 +24,10 @@ let trajectories = [];
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let idle = false;
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let dt = 0;
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let collapseState = null;
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let napalmParticles = [];
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let fireCells = [];
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let smokeParticles = [];
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let napalmEmitter = null;
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let winner;
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let score = 0;
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@@ -39,7 +43,7 @@ let menuState = null;
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// Init layers
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const sky = createCanvas(W, H);
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const traces = createCanvas(W, H);
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const terrain = createCanvas(W, H);
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const terrain = createCanvas(W, H, true);
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const foreground = createCanvas(W, H);
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// Composited layer
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@@ -69,6 +73,10 @@ function initNewGame() {
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totalRounds = 1;
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selectedPlayers = 6;
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selectedTerrain = null;
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napalmParticles = [];
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fireCells = [];
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smokeParticles = [];
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napalmEmitter = null;
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menuState = {
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selected: 0,
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values: [1, 0, 0],
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@@ -339,6 +347,7 @@ function update() {
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idle = false;
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updateParticles();
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updateNapalm(dt);
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if (state === 'start-game') {
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initNewGame();
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@@ -479,7 +488,7 @@ function update() {
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}
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explosions.splice(i, 1);
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}
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if (explosions.length === 0) {
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if (explosions.length === 0 && !napalmEmitter && fireCells.length === 0 && napalmParticles.length === 0) {
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state = 'land-collapse';
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}
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}
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@@ -648,6 +657,221 @@ function updateParticles() {
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}
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}
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export function spawnNapalm(x, y, totalParticles, source) {
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napalmEmitter = {x, y: y - 1, total: totalParticles, emitted: 0, totalEmitted: 0, source};
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}
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function tryEmitParticle(x, y, source) {
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const p = {x, y, dir: 0, hasDir: false, alive: true, source};
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const below = isTerrain(terrain, p.x, p.y + 1);
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if (!below) return p;
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const fire = hasFireAt(p.x, p.y);
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if (!fire) return p;
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const canFlowDL = !isTerrain(terrain, p.x - 1, p.y + 1);
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const canFlowDR = !isTerrain(terrain, p.x + 1, p.y + 1);
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const canSpillL = !isTerrain(terrain, p.x - 1, p.y);
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const canSpillR = !isTerrain(terrain, p.x + 1, p.y);
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if (canFlowDL || canFlowDR || canSpillL || canSpillR) return p;
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const blocking = napalmParticles.find(np => np.alive && np.x === p.x && np.y === p.y);
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if (blocking) {
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for (let y = p.y; y >= 0; y--) {
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const np = napalmParticles.find(n => n.alive && n.x === p.x && n.y === y);
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if (np) np.y--;
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else break;
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}
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return p;
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}
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return null;
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}
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function updateNapalm(dt) {
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if (napalmEmitter) {
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napalmEmitter.emitted += dt * NAPALM_SPAWN_RATE;
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while (napalmEmitter.emitted >= 1 && napalmEmitter.totalEmitted < napalmEmitter.total) {
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napalmEmitter.emitted--;
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napalmEmitter.totalEmitted++;
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const p = tryEmitParticle(napalmEmitter.x, napalmEmitter.y, napalmEmitter.source);
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if (p) napalmParticles.push(p);
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}
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if (napalmEmitter.totalEmitted >= napalmEmitter.total) napalmEmitter = null;
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}
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for (let p of napalmParticles) updateParticle(p);
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napalmParticles = napalmParticles.filter(p => p.alive);
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for (let f of fireCells) f.timeLeft -= dt;
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fireCells = fireCells.filter(f => f.timeLeft > 0);
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for (let f of fireCells) {
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if (Math.random() < dt * 6) smokeParticles.push({
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x: f.x + (Math.random() > 0.5 ? 1 : -1) * Math.random(),
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y: f.y,
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vx: (Math.random() - 0.5) * 5,
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vy: -(8 + Math.random() * 12),
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alpha: 0.3 + Math.random() * 0.15,
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lifetime: 1 + Math.random() * 0.8,
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});
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}
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for (let s of smokeParticles) {
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s.x += s.vx * dt;
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s.y += s.vy * dt;
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s.alpha -= dt / s.lifetime;
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s.vy *= 0.98;
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}
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smokeParticles = smokeParticles.filter(s => s.alpha > 0);
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applyFireDamage(dt);
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}
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function hasFireAt(x, y) {
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return fireCells.some(f => f.x === x && f.y === y);
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}
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function createFire(x, y, source) {
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if (!hasFireAt(x, y)) fireCells.push({x, y, timeLeft: FIRE_DURATION, source});
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}
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function hasNapalmAt(x, y, exclude) {
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return napalmParticles.some(np => np.alive && np !== exclude && np.x === x && np.y === y);
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}
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function pushNapalmColumn(x, startY) {
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for (let y = startY; y >= 0; y--) {
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const np = napalmParticles.find(n => n.alive && n.x === x && n.y === y);
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if (np) np.y--;
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else break;
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}
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}
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function tryFlow(p, dir) {
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const nx = p.x + dir;
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const ny = p.y + 1;
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if (!isTerrain(terrain, nx, ny)) {
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if (hasNapalmAt(nx, ny, p)) pushNapalmColumn(nx, ny);
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p.x = nx;
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p.y = ny;
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if (!p.hasDir) { p.dir = dir; p.hasDir = true; }
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return true;
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}
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return false;
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}
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function trySpill(p, dir) {
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const nx = p.x + dir;
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if (!isTerrain(terrain, nx, p.y)) {
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if (hasNapalmAt(nx, p.y, p)) pushNapalmColumn(nx, p.y);
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p.x = nx;
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if (!p.hasDir) { p.dir = dir; p.hasDir = true; }
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return true;
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}
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return false;
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}
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|
||||
function updateParticle(p) {
|
||||
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) {
|
||||
if (p.y < H - 1) { p.y++; return; }
|
||||
p.alive = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!below && napalmBelow) {
|
||||
// standing on another napalm particle - behave as if on fire terrain
|
||||
}
|
||||
|
||||
if (below && !hasFireAt(p.x, p.y) && !napalmBelow) {
|
||||
createFire(p.x, p.y, p.source);
|
||||
p.alive = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!p.hasDir) {
|
||||
const flowDirs = [];
|
||||
if (!isTerrain(terrain, p.x - 1, p.y + 1)) flowDirs.push(-1);
|
||||
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;
|
||||
return;
|
||||
}
|
||||
|
||||
const spillDirs = [];
|
||||
if (!isTerrain(terrain, p.x - 1, p.y)) spillDirs.push(-1);
|
||||
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;
|
||||
return;
|
||||
}
|
||||
pushNapalmColumn(p.x, p.y);
|
||||
p.alive = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (tryFlow(p, p.dir) || trySpill(p, p.dir)) return;
|
||||
p.alive = false;
|
||||
}
|
||||
|
||||
function applyFireDamage(dt) {
|
||||
for (let player of players) {
|
||||
if (player.dead) continue;
|
||||
const fx = Math.round(player.x);
|
||||
const fy = player.y;
|
||||
for (let fire of fireCells) {
|
||||
if (fire.x >= fx - 5 && fire.x <= fx + 5 &&
|
||||
fire.y >= fy - 3 && fire.y <= fy + 2) {
|
||||
player.energy -= FIRE_DAMAGE * dt;
|
||||
player.lastDamageSource = fire.source;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function drawNapalm() {
|
||||
for (let s of smokeParticles) {
|
||||
foreground.globalAlpha = s.alpha * 0.4;
|
||||
drawRect(foreground, s.x, s.y - 1, 2, 2, '#666');
|
||||
foreground.globalAlpha = 1;
|
||||
}
|
||||
|
||||
for (let f of fireCells) {
|
||||
const t = f.timeLeft / FIRE_DURATION;
|
||||
const height = Math.max(1, Math.floor(10 * t * (0.6 + Math.random() * 0.4)));
|
||||
for (let i = 0; i < height; i++) {
|
||||
const alpha = 1 - i / height * 0.4;
|
||||
foreground.globalAlpha = alpha;
|
||||
const g = Math.floor(30 + 225 * (1 - i / height));
|
||||
const b = Math.floor(Math.max(0, 40 - i * 8));
|
||||
const sway = i > 2 ? (Math.random() > 0.5 ? 1 : -1) : 0;
|
||||
drawRect(foreground, f.x + sway, f.y - i, 1, 1, `rgb(255,${g},${b})`);
|
||||
}
|
||||
if (height > 8 && Math.random() > 0.5) {
|
||||
foreground.globalAlpha = 0.6 + Math.random() * 0.4;
|
||||
drawRect(foreground, f.x + (Math.random() > 0.5 ? 2 : -2), f.y - height + 1, 1, 1, '#fff');
|
||||
}
|
||||
}
|
||||
foreground.globalAlpha = 1;
|
||||
for (let p of napalmParticles) {
|
||||
drawRect(foreground, p.x, p.y, 1, 1, '#ff8800');
|
||||
}
|
||||
}
|
||||
|
||||
export function isTank(x, y) {
|
||||
for (let player of players) {
|
||||
if (player.dead) continue;
|
||||
@@ -675,13 +899,14 @@ export function isTankShield(x, y) {
|
||||
}
|
||||
|
||||
function draw() {
|
||||
if (idle && particles.length===0 && state !== 'start-menu' && state !== 'market' && state !== 'round-end' && state !== 'game-over') return;
|
||||
if (idle && particles.length===0 && fireCells.length===0 && smokeParticles.length===0 && napalmParticles.length===0 && state !== 'start-menu' && state !== 'market' && state !== 'round-end' && state !== 'game-over') return;
|
||||
|
||||
foreground.clearRect(0, 0, W, H);
|
||||
drawTrajectories();
|
||||
drawPlayers();
|
||||
drawProjectile();
|
||||
drawExplosions();
|
||||
drawNapalm();
|
||||
drawParticles();
|
||||
drawStatus();
|
||||
|
||||
|
||||
+2
-2
@@ -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=5';
|
||||
import {drawRect, drawLine} from './gfx.js?v=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=6';
|
||||
import {drawRect, drawLine} from './gfx.js?v=6';
|
||||
|
||||
const PANEL_X = (W - PANEL_WIDTH) / 2;
|
||||
const PANEL_Y = (H - PANEL_HEIGHT) / 2;
|
||||
|
||||
+19
-11
@@ -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} from './constants.js?v=5';
|
||||
import {checkLineWith, drawLineVirtual} from './gfx.js?v=5';
|
||||
import {createParticles, isTank, isTankShield} from './main.js?v=5';
|
||||
import {deg2rad, parable} from './math.js?v=5';
|
||||
import {audio, createOsc} from './sound.js?v=5';
|
||||
import {isTerrain, landHeight} from './terrain.js?v=5';
|
||||
import {EXPLOSION_TYPES} from './weapons.js?v=5';
|
||||
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} from './constants.js?v=6';
|
||||
import {checkLineWith, drawLineVirtual} from './gfx.js?v=6';
|
||||
import {createParticles, isTank, isTankShield, spawnNapalm} from './main.js?v=6';
|
||||
import {deg2rad, parable} from './math.js?v=6';
|
||||
import {audio, createOsc} from './sound.js?v=6';
|
||||
import {isTerrain, landHeight} from './terrain.js?v=6';
|
||||
import {EXPLOSION_TYPES} from './weapons.js?v=6';
|
||||
|
||||
|
||||
export const PROJECTILE_TYPES = {
|
||||
@@ -69,8 +69,12 @@ export const PROJECTILE_TYPES = {
|
||||
isTerrain(terrain, x, y)
|
||||
) {
|
||||
const explosionSpec = weaponType.explosion;
|
||||
const explosionType = EXPLOSION_TYPES[explosionSpec.type];
|
||||
explosions.push({...explosionType.create(explosionSpec, x, y), source: player});
|
||||
if (explosionSpec.type === 'napalm') {
|
||||
spawnNapalm(x, y, explosionSpec.particles, player);
|
||||
} else {
|
||||
const explosionType = EXPLOSION_TYPES[explosionSpec.type];
|
||||
explosions.push({...explosionType.create(explosionSpec, x, y), source: player});
|
||||
}
|
||||
// @ts-ignore: canvas color hack
|
||||
createParticles(x, y, p, terrain.color);
|
||||
exploded = true;
|
||||
@@ -199,8 +203,12 @@ export const PROJECTILE_TYPES = {
|
||||
else if (state === 'explode') {
|
||||
const {x, y, p} = projectile;
|
||||
const explosionSpec = weaponType.explosion;
|
||||
const explosionType = EXPLOSION_TYPES[explosionSpec.type];
|
||||
explosions.push({...explosionType.create(explosionSpec, x, y), source: player});
|
||||
if (explosionSpec.type === 'napalm') {
|
||||
spawnNapalm(x, y, explosionSpec.particles, player);
|
||||
} else {
|
||||
const explosionType = EXPLOSION_TYPES[explosionSpec.type];
|
||||
explosions.push({...explosionType.create(explosionSpec, x, y), source: player});
|
||||
}
|
||||
// @ts-ignore: canvas color hack
|
||||
createParticles(x, y, p, terrain.color);
|
||||
finished = true;
|
||||
|
||||
+4
-4
@@ -1,7 +1,7 @@
|
||||
import {SKY_COLORS} from './constants.js?v=5';
|
||||
import {drawRect} from './gfx.js?v=5';
|
||||
import {gradient} from './math.js?v=5';
|
||||
import {sample} from './utils.js?v=5';
|
||||
import {SKY_COLORS} from './constants.js?v=6';
|
||||
import {drawRect} from './gfx.js?v=6';
|
||||
import {gradient} from './math.js?v=6';
|
||||
import {sample} from './utils.js?v=6';
|
||||
|
||||
export function generateSky(ctx) {
|
||||
const {width, height} = ctx.canvas;
|
||||
|
||||
+1
-1
@@ -1,4 +1,4 @@
|
||||
import {SOUND_MUSIC_VOLUME, SOUND_SFX_VOLUME} from './constants.js?v=5';
|
||||
import {SOUND_MUSIC_VOLUME, SOUND_SFX_VOLUME} from './constants.js?v=6';
|
||||
|
||||
// @ts-ignore
|
||||
export const audio = new (window.AudioContext || window.webkitAudioContext)();
|
||||
|
||||
+3
-3
@@ -1,6 +1,6 @@
|
||||
import {clipCanvas, drawCircle, drawRect} from './gfx.js?v=5';
|
||||
import {clamp, coords2index, random, randomInt} from './math.js?v=5';
|
||||
import {sample} from './utils.js?v=5';
|
||||
import {clipCanvas, drawCircle, drawRect} from './gfx.js?v=6';
|
||||
import {clamp, coords2index, random, randomInt} from './math.js?v=6';
|
||||
import {sample} from './utils.js?v=6';
|
||||
|
||||
let cachedImageData;
|
||||
|
||||
|
||||
+1
-1
@@ -1,4 +1,4 @@
|
||||
import {randomInt} from './math.js?v=5';
|
||||
import {randomInt} from './math.js?v=6';
|
||||
|
||||
export function sample(arr) {
|
||||
return arr[randomInt(0, arr.length-1)];
|
||||
|
||||
+15
-5
@@ -1,8 +1,8 @@
|
||||
import {PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, SHIELD_TYPES} from './constants.js?v=5';
|
||||
import {drawCircle, plot} from './gfx.js?v=5';
|
||||
import {clamp, cycle, distance, randomInt} from './math.js?v=5';
|
||||
import {audio, createOsc} from './sound.js?v=5';
|
||||
import {clipTerrain} from './terrain.js?v=5';
|
||||
import {PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, SHIELD_TYPES} from './constants.js?v=6';
|
||||
import {drawCircle, plot} from './gfx.js?v=6';
|
||||
import {clamp, cycle, distance, randomInt} from './math.js?v=6';
|
||||
import {audio, createOsc} from './sound.js?v=6';
|
||||
import {clipTerrain} from './terrain.js?v=6';
|
||||
|
||||
export function drawExplosion(ctx, x, y, r) {
|
||||
const color = 255 - (16 * (r % 16));
|
||||
@@ -160,4 +160,14 @@ export const EXPLOSION_TYPES = {
|
||||
},
|
||||
damage(explosion, player) {}
|
||||
},
|
||||
napalm: {
|
||||
create(spec) {
|
||||
return {type:'napalm', particles: spec.particles};
|
||||
},
|
||||
update() { return false; },
|
||||
draw() {},
|
||||
stop() {},
|
||||
clip() {},
|
||||
damage() {},
|
||||
},
|
||||
}
|
||||
Reference in new issue
Block a user