fixes and minor improvements

This commit is contained in:
catarrh committed 2026-07-26 03:19:35 +03:00
1 parent 682a8106b5
commit 7ee45eb48e
12 files changed
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import {PLAYER_MAX_ENERGY, PLAYER_INITIAL_POWER, PLAYER_ENERGY_POWER_MULTIPLIER} from './constants.js?v=6';
import {randomInt} from './math.js?v=6';
import {PLAYER_MAX_ENERGY, PLAYER_INITIAL_POWER, PLAYER_ENERGY_POWER_MULTIPLIER} from './constants.js?v=7';
import {randomInt} from './math.js?v=7';
export const AI_TYPES = {
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import {splitWords} from './utils.js?v=6';
import {parable} from './math.js?v=6';
import {FONT_HEIGHT, FONT_WIDTH} from './constants.js?v=6';
import {splitWords} from './utils.js?v=7';
import {parable} from './math.js?v=7';
import {FONT_HEIGHT, FONT_WIDTH} from './constants.js?v=7';
export function createCanvas(width, height, readable) {
const canvas = document.createElement('canvas');
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import {DEFAULT_KEYPRESS_DELAY} from './constants.js?v=6';
import {DEFAULT_KEYPRESS_DELAY} from './constants.js?v=7';
const input = {};
let lastKeypressTime = 0;
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import {AI_TYPES} from './ai.js?v=6';
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';
import {createCanvas, drawLine, drawRect, drawSemiCircle, drawText, loop, plot, strokeCircle} from './gfx.js?v=6';
import {afterKeyDelay, key} from './input.js?v=6';
import {clamp, deg2rad, distance, parable, random, randomInt, vec, wrap} from './math.js?v=6';
import {PROJECTILE_TYPES} from './projectiles.js?v=6';
import {generateSky} from './sky.js?v=6';
import {playTickSound} from './sound.js?v=6';
import {clipTerrain, closestLand, collapseTerrain, generateTerrain, isTerrain, landHeight, startCollapseTerrain, collapseTerrainStep} from './terrain.js?v=6';
import {sample, shuffle} from './utils.js?v=6';
import {EXPLOSION_TYPES} from './weapons.js?v=6';
import {drawPanelBg, drawPanelTitle, drawPanelText, drawPanelDivider, drawPanelMenu, getPanelBounds} from './panel.js?v=6';
import {AI_TYPES} from './ai.js?v=7';
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';
import {createCanvas, drawLine, drawRect, drawSemiCircle, drawText, loop, plot, strokeCircle} from './gfx.js?v=7';
import {afterKeyDelay, key} from './input.js?v=7';
import {clamp, deg2rad, distance, parable, random, randomInt, vec, wrap} from './math.js?v=7';
import {PROJECTILE_TYPES} from './projectiles.js?v=7';
import {generateSky} from './sky.js?v=7';
import {playTickSound} from './sound.js?v=7';
import {clipTerrain, closestLand, collapseTerrain, generateTerrain, isTerrain, landHeight, startCollapseTerrain, collapseTerrainStep} from './terrain.js?v=7';
import {sample, shuffle} from './utils.js?v=7';
import {EXPLOSION_TYPES} from './weapons.js?v=7';
import {drawPanelBg, drawPanelTitle, drawPanelText, drawPanelDivider, drawPanelMenu, getPanelBounds} from './panel.js?v=7';
let state = 'start-game';
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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';
import {drawRect, drawLine} from './gfx.js?v=6';
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';
import {drawRect, drawLine} from './gfx.js?v=7';
const PANEL_X = (W - PANEL_WIDTH) / 2;
const PANEL_Y = (H - PANEL_HEIGHT) / 2;
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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';
import {checkLineWith, drawLineVirtual} from './gfx.js?v=6';
import {createParticles, isTank, isTankShield, spawnNapalm, tracerMode} from './main.js?v=6';
import {deg2rad, parable, rad2deg, wrap} 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';
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';
import {checkLineWith, drawLineVirtual} from './gfx.js?v=7';
import {createParticles, isTank, isTankShield, spawnNapalm, tracerMode} from './main.js?v=7';
import {deg2rad, parable, rad2deg, wrap} from './math.js?v=7';
import {audio, createOsc} from './sound.js?v=7';
import {isTerrain, landHeight} from './terrain.js?v=7';
import {EXPLOSION_TYPES} from './weapons.js?v=7';
export const PROJECTILE_TYPES = {
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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';
import {SKY_COLORS} from './constants.js?v=7';
import {drawRect} from './gfx.js?v=7';
import {gradient} from './math.js?v=7';
import {sample} from './utils.js?v=7';
export function generateSky(ctx) {
const {width, height} = ctx.canvas;
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import {SOUND_MUSIC_VOLUME, SOUND_SFX_VOLUME} from './constants.js?v=6';
import {SOUND_MUSIC_VOLUME, SOUND_SFX_VOLUME} from './constants.js?v=7';
// @ts-ignore
export const audio = new (window.AudioContext || window.webkitAudioContext)();
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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';
import {clipCanvas, drawCircle, drawRect} from './gfx.js?v=7';
import {clamp, coords2index, random, randomInt} from './math.js?v=7';
import {sample} from './utils.js?v=7';
let cachedImageData;
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import {randomInt} from './math.js?v=6';
import {randomInt} from './math.js?v=7';
export function sample(arr) {
return arr[randomInt(0, arr.length-1)];
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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';
import {PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, SHIELD_TYPES} from './constants.js?v=7';
import {drawCircle, plot} from './gfx.js?v=7';
import {clamp, cycle, distance, randomInt} from './math.js?v=7';
import {audio, createOsc} from './sound.js?v=7';
import {clipTerrain} from './terrain.js?v=7';
export function drawExplosion(ctx, x, y, r) {
const step = Math.max(1, Math.floor(r / 12));