fixes and minor improvements
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2 files changed
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+1
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@@ -885,11 +885,8 @@ function updateParticle(p) {
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function applyFireDamage(dt) {
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function applyFireDamage(dt) {
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for (let player of players) {
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for (let player of players) {
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if (player.dead) continue;
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if (player.dead) continue;
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const fx = Math.round(player.x);
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const fy = player.y;
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for (let fire of fireCells) {
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for (let fire of fireCells) {
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if (fire.x >= fx - 5 && fire.x <= fx + 5 &&
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if (distance(fire.x, fire.y, player.x, player.y + PLAYER_TANK_Y_FOOTPRINT) <= PLAYER_TANK_BOUNDING_RADIUS + 1) {
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fire.y >= fy - 3 && fire.y <= fy + 2) {
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player.energy -= FIRE_DAMAGE * dt;
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player.energy -= FIRE_DAMAGE * dt;
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player.lastDamageSource = fire.source;
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player.lastDamageSource = fire.source;
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}
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}
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+2
-2
@@ -89,7 +89,7 @@ export const EXPLOSION_TYPES = {
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},
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},
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clip(explosion, terrain) {
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clip(explosion, terrain) {
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const {x, y, cr} = explosion;
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const {x, y, cr} = explosion;
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drawDirt(terrain, x, y, cr);
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drawDirt(terrain, x, y, cr, terrain.color);
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},
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},
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damage(explosion, player) {}
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damage(explosion, player) {}
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},
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},
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@@ -139,7 +139,7 @@ export const EXPLOSION_TYPES = {
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const {x, y, cr, osc, pattern} = explosion;
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const {x, y, cr, osc, pattern} = explosion;
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let row = [];
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let row = [];
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for (let cx=0; cx<=1+cr*2; cx++) {
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for (let cx=0; cx < 1+cr*2; cx++) {
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row.push(randomInt(0, 3) === 0);
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row.push(randomInt(0, 3) === 0);
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}
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}
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pattern.push(row);
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pattern.push(row);
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