Explosion types
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@@ -13,14 +13,9 @@ export const PLAYER_COLORS = [
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'orchid',
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];
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export const WEAPON_TYPES = [
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{id:'baby-missile', name:'Baby Missile', xr:5},
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{id:'missile', name:'Missile', xr:10},
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{id:'baby-nuke', name:'Baby Nuke', xr:50},
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{id:'nuke', name:'Nuke', xr:100},
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];
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export const PLAYER_INITIAL_POWER = 300;
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export const PLAYER_MAX_ENERGY = 100;
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export const PLAYER_ENERGY_POWER_MULTIPLIER = 10;
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export const MAX_WIND = 25;
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export const REDUCTION_FACTOR = 10;
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export const MIN_BULLET_SOUND_FREQUENCY = 220;
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@@ -1,11 +1,11 @@
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import {H, MAX_BULLET_SOUND_FREQUENCY, MAX_WIND, MIN_BULLET_SOUND_FREQUENCY, PLAYER_COLORS, PLAYER_INITIAL_POWER, REDUCTION_FACTOR, W, WEAPON_TYPES, Z, PROJECTILE_ITERATIONS_PER_FRAME, PROJECTILE_ITERATION_PROGRESS} from './constants.js';
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import {H, MAX_BULLET_SOUND_FREQUENCY, MAX_WIND, MIN_BULLET_SOUND_FREQUENCY, PLAYER_COLORS, PLAYER_INITIAL_POWER, REDUCTION_FACTOR, W, Z, PROJECTILE_ITERATIONS_PER_FRAME, PROJECTILE_ITERATION_PROGRESS, PLAYER_MAX_ENERGY, PLAYER_ENERGY_POWER_MULTIPLIER} from './constants.js';
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import {createCanvas, drawLine, drawRect, drawText, loop} from './gfx.js';
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import {key} from './input.js';
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import {clamp, deg2rad, parable, randomInt, vec, wrap} from './math.js';
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import {createSky} from './sky.js';
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import {audio, createOsc} from './sound.js';
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import {clipTerrain, collapseTerrain, createTerrain, isTerrain, landHeight} from './terrain.js';
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import {drawExplosion} from './weapons.js';
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import {drawExplosion, WEAPON_TYPES, EXPLOSION_TYPES} from './weapons.js';
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let state = 'start-turn';
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@@ -34,7 +34,12 @@ let i=0;
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for (let color of PLAYER_COLORS) {
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const x = Math.round(50 + (W-100) / 5 * i);
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const a = x > W/2 ? 45 : 180-45;
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players.push({x, y:landHeight(terrain, x), a, p:PLAYER_INITIAL_POWER, c:color, weapon:WEAPON_TYPES[i%WEAPON_TYPES.length]});
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players.push({
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x, y: landHeight(terrain, x), a,
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p: PLAYER_INITIAL_POWER, c: color,
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weapon: WEAPON_TYPES[i % WEAPON_TYPES.length],
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energy: PLAYER_MAX_ENERGY,
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});
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i++;
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}
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@@ -46,16 +51,16 @@ function update() {
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else if (state === 'aim') {
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const player = players[currentPlayer];
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const {x, y, a, p} = player;
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const {x, y, a, p, energy} = player;
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if (key('ArrowLeft')) {
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player.a = wrap(0, a -1, 180);
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} else if (key('ArrowRight')) {
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player.a = wrap(0, a +1, 180);
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} else if (key('ArrowUp')) {
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player.p = clamp(100, p +5, 1000);
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player.p = clamp(0, p +1, energy * PLAYER_ENERGY_POWER_MULTIPLIER);
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} else if (key('ArrowDown')) {
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player.p = clamp(100, p -5, 1000);
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player.p = clamp(0, p -1, energy * PLAYER_ENERGY_POWER_MULTIPLIER);
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} else if (key(' ')) {
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state = 'fire';
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const [px, py] = vec(x, y-3, a+180, 5);
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@@ -72,10 +77,12 @@ function update() {
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else if (state === 'fire') {
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prevProjectile = {...projectile};
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if (fadeCount++ === 1) {
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fadeProjectiles(1);
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fadeCount = 0;
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}
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for (let i=0; i<PROJECTILE_ITERATIONS_PER_FRAME; i++) {
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const {weapon, ox, oy, a, p, t} = projectile;
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const [x, y] = parable(t, ox, oy, deg2rad(180+a), p/REDUCTION_FACTOR, wind/REDUCTION_FACTOR);
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@@ -87,12 +94,9 @@ function update() {
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if (y > H || isTerrain(terrain, x, y)) {
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projectile.osc.stop();
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explosion = {
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x: projectile.x,
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y: projectile.y,
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r: weapon.xr,
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cr: 0,
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}
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const explosionSpec = weapon.explosion;
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const explosionType = EXPLOSION_TYPES[explosionSpec.type];
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explosion = explosionType.create(explosionSpec, projectile.x, projectile.y);
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state = 'explosion';
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return;
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}
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@@ -100,14 +104,17 @@ function update() {
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}
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else if (state === 'explosion') {
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if (explosion.cr++ >= explosion.r) {
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const {weapon} = projectile;
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const explosionType = EXPLOSION_TYPES[weapon.explosion.type];
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if (!explosionType.update(explosion)) {
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explosion = null;
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state = 'land-collapse';
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}
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}
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else if (state === 'land-collapse') {
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collapseTerrain(terrain, projectile.x, projectile.weapon.xr);
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collapseTerrain(terrain, projectile.x, 100); // FIXME: Hardcoded radius
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projectile = null;
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state = 'land-players';
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}
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@@ -125,7 +132,15 @@ function update() {
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}
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else if (state === 'end-turn') {
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currentPlayer = wrap(0, currentPlayer+1, players.length);
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let i = 0;
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let player;
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do {
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currentPlayer = wrap(0, currentPlayer+1, players.length);
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player = players[currentPlayer];
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if (i++ === players.length) state = 'game-over';
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} while (player.energy <= 0)
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state = 'start-turn';
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}
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}
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@@ -134,7 +149,7 @@ function draw() {
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foreground.clearRect(0, 0, W, H);
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if (projectile) drawProjectile();
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for (let tank of players) drawPlayer(tank);
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if (explosion) performExplosions();
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if (explosion) drawExplosions();
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drawStatus();
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}
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@@ -157,10 +172,10 @@ function fadeProjectiles(amount) {
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projectiles.putImageData(imageData, 0, 0);
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}
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function performExplosions() {
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const {x, y, cr} = explosion;
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drawExplosion(foreground, x, y, cr);
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clipTerrain(terrain, (ctx) => drawExplosion(ctx, x, y, cr));
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function drawExplosions() {
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const {weapon} = projectile;
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const explosionType = EXPLOSION_TYPES[weapon.explosion.type];
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explosionType.draw(explosion, foreground, terrain);
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}
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function drawStatus() {
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@@ -1,5 +1,4 @@
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import {createCanvas, drawRect, clipCanvas, plot} from './gfx.js';
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import {randomInt} from './math.js';
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export function createTerrain(width, height) {
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const terrain = createCanvas(width, height);
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+41
@@ -1,6 +1,47 @@
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import {drawCircle} from './gfx.js';
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import {clipTerrain} from './terrain.js';
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export function drawExplosion(ctx, x, y, r) {
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const color = 255 - (16 * (r % 16));
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drawCircle(ctx, x, y, r, `rgb(${color}, 0, 0)`);
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}
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export const WEAPON_TYPES = [
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{id:'baby-missile', name:'Baby Missile', explosion:{type:'blast', r:5}},
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{id:'missile', name:'Missile', explosion:{type:'blast', r:10}},
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{id:'baby-nuke', name:'Baby Nuke', explosion:{type:'blast', r:50}},
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{id:'nuke', name:'Nuke', explosion:{type:'blast', r:100}},
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{id:'dirt', name:'Dirt', explosion:{type:'dirt', r:25}},
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{id:'large-dirt', name:'Ton of Dirt', explosion:{type:'dirt', r:75}},
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];
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export const EXPLOSION_TYPES = {
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blast: {
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create(spec, x, y) {
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const {r} = spec;
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return {x, y, r, cr:0};
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},
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update(explosion) {
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return ++explosion.cr < explosion.r;
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},
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draw(explosion, foreground, terrain) {
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const {x, y, cr} = explosion;
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drawExplosion(foreground, x, y, cr);
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clipTerrain(terrain, (ctx) => drawExplosion(ctx, x, y, cr));
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},
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},
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dirt: {
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create(spec, x, y) {
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const {r} = spec;
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return {x, y, r, cr:0};
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},
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update(explosion) {
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return ++explosion.cr < explosion.r;
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},
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draw(explosion, foreground, terrain) {
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const {x, y, cr} = explosion;
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drawExplosion(foreground, x, y, cr);
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drawExplosion(terrain, x, y, cr);
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},
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},
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}
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