Projectile sounds
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@@ -1,8 +1,9 @@
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import {key} from './input.js';
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import {key} from './input.js';
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import {createTerrain, clipTerrain, isTerrain, landHeight} from './terrain.js';
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import {createTerrain, clipTerrain, isTerrain, landHeight} from './terrain.js';
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import {createCanvas, drawCircle, drawLine, plot, drawParagraph, loop, drawText, drawRect} from './gfx.js';
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import {createCanvas, drawLine, loop, drawText, drawRect} from './gfx.js';
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import {wrap, clamp, parable, deg2rad, vec} from './math.js';
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import {wrap, clamp, parable, deg2rad, vec} from './math.js';
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import {drawExplosion, WEAPONS} from './weapons.js';
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import {drawExplosion, WEAPONS} from './weapons.js';
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import {createOsc, audio} from './sound.js';
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const W = 384; const H = 240; const Z = 3;
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const W = 384; const H = 240; const Z = 3;
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@@ -25,8 +26,12 @@ const terrain = createTerrain(W, H);
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const projectiles = createCanvas(W, H);
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const projectiles = createCanvas(W, H);
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// Init players
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// Init players
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players.push({x:100, y:landHeight(terrain, 100), a:0, p:100, c:'red', weapon:WEAPONS[0]});
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players.push({x:50, y:landHeight(terrain, 50), a:180-45, p:300, c:'tomato', weapon:WEAPONS[0]});
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players.push({x:220, y:landHeight(terrain, 220), a:0, p:100, c:'blue', weapon:WEAPONS[1]});
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players.push({x:100, y:landHeight(terrain, 100), a:45, p:300, c:'royalblue', weapon:WEAPONS[1]});
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players.push({x:180, y:landHeight(terrain, 180), a:45, p:300, c:'greenyellow', weapon:WEAPONS[0]});
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players.push({x:260, y:landHeight(terrain, 260), a:45, p:300, c:'gold', weapon:WEAPONS[1]});
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players.push({x:290, y:landHeight(terrain, 290), a:45, p:300, c:'hotpink', weapon:WEAPONS[0]});
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players.push({x:340, y:landHeight(terrain, 340), a:45, p:300, c:'orchid', weapon:WEAPONS[1]});
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function update() {
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function update() {
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if (state === 'aim') {
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if (state === 'aim') {
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@@ -46,11 +51,13 @@ function update() {
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fadeProjectiles();
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fadeProjectiles();
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const [px, py] = vec(x, y-3, a+180, 3);
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const [px, py] = vec(x, y-3, a+180, 3);
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projectile = prevProjectile = {
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projectile = prevProjectile = {
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osc: createOsc(),
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player: player,
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player: player,
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weapon: player.weapon,
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weapon: player.weapon,
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ox:px, oy:py, a, p,
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ox:px, oy:py, a, p,
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x:px, y:py, t: 0,
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x:px, y:py, t: 0,
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};
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};
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projectile.osc.start();
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}
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}
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}
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}
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@@ -59,13 +66,16 @@ function update() {
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for (let i=0; i<20; i++) {
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for (let i=0; i<20; i++) {
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const {weapon, ox, oy, a, p, t} = projectile;
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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/10, 9.8);
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const [x, y] = parable(t, ox, oy, deg2rad(180+a), p/10, 9.8);
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const f = 200 + 10 * (H-y);
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projectile.t += 0.01;
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projectile.t += 0.01;
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projectile.x = Math.ceil(x);
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projectile.x = Math.ceil(x);
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projectile.y = Math.floor(y);
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projectile.y = Math.floor(y);
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projectile.osc.frequency.setValueAtTime(f, audio.currentTime);
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if (y > H || isTerrain(terrain, x, y)) {
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if (y > H || isTerrain(terrain, x, y)) {
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clipTerrain(terrain, (ctx) => drawExplosion(ctx, projectile.x, projectile.y, weapon.xr));
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clipTerrain(terrain, (ctx) => drawExplosion(ctx, projectile.x, projectile.y, weapon.xr));
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currentPlayer = wrap(0, currentPlayer+1, players.length);
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currentPlayer = wrap(0, currentPlayer+1, players.length);
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projectile.osc.stop();
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projectile = null;
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projectile = null;
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state = 'land';
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state = 'land';
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return;
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return;
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@@ -104,14 +114,12 @@ function drawPlayer(player) {
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function drawProjectile() {
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function drawProjectile() {
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const {x, y, player} = projectile;
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const {x, y, player} = projectile;
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projectiles.globalAlpha = 0.5;
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drawLine(projectiles, prevProjectile.x, prevProjectile.y, x, y, player.c);
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drawLine(projectiles, prevProjectile.x, prevProjectile.y, x, y, player.c);
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projectiles.globalAlpha = 0.1;
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}
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}
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function fadeProjectiles() {
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function fadeProjectiles() {
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const imageData = projectiles.getImageData(0, 0, W, H);
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const imageData = projectiles.getImageData(0, 0, W, H);
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for (let i=0; i<imageData.data.length; i+=4) imageData.data[i+3] -= 25;
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for (let i=0; i<imageData.data.length; i+=4) imageData.data[i+3] -= 30;
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projectiles.clearRect(0, 0, W, H);
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projectiles.clearRect(0, 0, W, H);
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projectiles.putImageData(imageData, 0, 0);
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projectiles.putImageData(imageData, 0, 0);
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}
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}
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@@ -0,0 +1,21 @@
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// @ts-ignore
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export const audio = new (window.AudioContext || window.webkitAudioContext)();
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export const gain = audio.createGain(audio);
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gain.gain.setValueAtTime(0.1, audio.currentTime);
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gain.connect(audio.destination);
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export function createOsc() {
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const osc = audio.createOscillator();
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osc.type = 'triangle';
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osc.connect(gain);
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return osc;
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}
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function clickInit() {
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const osc = createOsc();
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osc.start();
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osc.stop();
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document.removeEventListener('click', clickInit);
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}
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document.addEventListener('click', clickInit);
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