fixes and minor improvements
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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=6';
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import {randomInt} from './math.js?v=6';
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import {PLAYER_MAX_ENERGY, PLAYER_INITIAL_POWER, PLAYER_ENERGY_POWER_MULTIPLIER} from './constants.js?v=7';
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import {randomInt} from './math.js?v=7';
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export const AI_TYPES = {
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+3
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@@ -1,6 +1,6 @@
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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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import {splitWords} from './utils.js?v=7';
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import {parable} from './math.js?v=7';
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import {FONT_HEIGHT, FONT_WIDTH} from './constants.js?v=7';
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export function createCanvas(width, height, readable) {
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const canvas = document.createElement('canvas');
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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=6';
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import {DEFAULT_KEYPRESS_DELAY} from './constants.js?v=7';
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const input = {};
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let lastKeypressTime = 0;
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+12
-12
@@ -1,15 +1,15 @@
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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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import {AI_TYPES} from './ai.js?v=7';
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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=7';
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import {createCanvas, drawLine, drawRect, drawSemiCircle, drawText, loop, plot, strokeCircle} from './gfx.js?v=7';
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import {afterKeyDelay, key} from './input.js?v=7';
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import {clamp, deg2rad, distance, parable, random, randomInt, vec, wrap} from './math.js?v=7';
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import {PROJECTILE_TYPES} from './projectiles.js?v=7';
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import {generateSky} from './sky.js?v=7';
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import {playTickSound} from './sound.js?v=7';
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import {clipTerrain, closestLand, collapseTerrain, generateTerrain, isTerrain, landHeight, startCollapseTerrain, collapseTerrainStep} from './terrain.js?v=7';
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import {sample, shuffle} from './utils.js?v=7';
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import {EXPLOSION_TYPES} from './weapons.js?v=7';
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import {drawPanelBg, drawPanelTitle, drawPanelText, drawPanelDivider, drawPanelMenu, getPanelBounds} from './panel.js?v=7';
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let state = 'start-game';
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+2
-2
@@ -1,5 +1,5 @@
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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';
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import {drawRect, drawLine} from './gfx.js?v=6';
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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=7';
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import {drawRect, drawLine} from './gfx.js?v=7';
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const PANEL_X = (W - PANEL_WIDTH) / 2;
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const PANEL_Y = (H - PANEL_HEIGHT) / 2;
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+7
-7
@@ -1,10 +1,10 @@
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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, PLAYER_TANK_Y_FOOTPRINT} from './constants.js?v=6';
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import {checkLineWith, drawLineVirtual} from './gfx.js?v=6';
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import {createParticles, isTank, isTankShield, spawnNapalm, tracerMode} from './main.js?v=6';
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import {deg2rad, parable, rad2deg, wrap} from './math.js?v=6';
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import {audio, createOsc} from './sound.js?v=6';
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import {isTerrain, landHeight} from './terrain.js?v=6';
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import {EXPLOSION_TYPES} from './weapons.js?v=6';
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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, PLAYER_TANK_Y_FOOTPRINT} from './constants.js?v=7';
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import {checkLineWith, drawLineVirtual} from './gfx.js?v=7';
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import {createParticles, isTank, isTankShield, spawnNapalm, tracerMode} from './main.js?v=7';
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import {deg2rad, parable, rad2deg, wrap} from './math.js?v=7';
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import {audio, createOsc} from './sound.js?v=7';
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import {isTerrain, landHeight} from './terrain.js?v=7';
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import {EXPLOSION_TYPES} from './weapons.js?v=7';
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export const PROJECTILE_TYPES = {
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+4
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@@ -1,7 +1,7 @@
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import {SKY_COLORS} from './constants.js?v=6';
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import {drawRect} from './gfx.js?v=6';
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import {gradient} from './math.js?v=6';
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import {sample} from './utils.js?v=6';
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import {SKY_COLORS} from './constants.js?v=7';
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import {drawRect} from './gfx.js?v=7';
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import {gradient} from './math.js?v=7';
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import {sample} from './utils.js?v=7';
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export function generateSky(ctx) {
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const {width, height} = ctx.canvas;
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+1
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import {SOUND_MUSIC_VOLUME, SOUND_SFX_VOLUME} from './constants.js?v=6';
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import {SOUND_MUSIC_VOLUME, SOUND_SFX_VOLUME} from './constants.js?v=7';
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// @ts-ignore
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export const audio = new (window.AudioContext || window.webkitAudioContext)();
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+3
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@@ -1,6 +1,6 @@
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import {clipCanvas, drawCircle, drawRect} from './gfx.js?v=6';
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import {clamp, coords2index, random, randomInt} from './math.js?v=6';
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import {sample} from './utils.js?v=6';
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import {clipCanvas, drawCircle, drawRect} from './gfx.js?v=7';
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import {clamp, coords2index, random, randomInt} from './math.js?v=7';
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import {sample} from './utils.js?v=7';
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let cachedImageData;
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+1
-1
@@ -1,4 +1,4 @@
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import {randomInt} from './math.js?v=6';
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import {randomInt} from './math.js?v=7';
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export function sample(arr) {
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return arr[randomInt(0, arr.length-1)];
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+5
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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=6';
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import {drawCircle, plot} from './gfx.js?v=6';
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import {clamp, cycle, distance, randomInt} from './math.js?v=6';
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import {audio, createOsc} from './sound.js?v=6';
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import {clipTerrain} from './terrain.js?v=6';
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import {PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, SHIELD_TYPES} from './constants.js?v=7';
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import {drawCircle, plot} from './gfx.js?v=7';
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import {clamp, cycle, distance, randomInt} from './math.js?v=7';
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import {audio, createOsc} from './sound.js?v=7';
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import {clipTerrain} from './terrain.js?v=7';
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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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