fix: purchased weapons are now active in game (again) and panel font size reduced to 10px

This commit is contained in:
catarrh committed 2026-07-24 23:46:12 +03:00
1 parent 36e13a6354
commit 85e59b4cfe
13 files changed
+68 -47

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@@ -1,5 +1,5 @@
import {PLAYER_MAX_ENERGY, PLAYER_INITIAL_POWER, PLAYER_ENERGY_POWER_MULTIPLIER} from './constants.js?v=4';
import {randomInt} from './math.js?v=4';
import {PLAYER_MAX_ENERGY, PLAYER_INITIAL_POWER, PLAYER_ENERGY_POWER_MULTIPLIER} from './constants.js?v=5';
import {randomInt} from './math.js?v=5';
export const AI_TYPES = {
+1 -1
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@@ -121,7 +121,7 @@ export const PLAYER_STARTING_TOOLS = [
export const PANEL_WIDTH = 400;
export const PANEL_HEIGHT = 300;
export const PANEL_FONT_SIZE = 16;
export const PANEL_FONT_SIZE = 10;
export const PANEL_BG_COLOR = '#666';
export const PANEL_BORDER_COLOR = '#333';
+3 -3
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@@ -1,6 +1,6 @@
import {splitWords} from './utils.js?v=4';
import {parable} from './math.js?v=4';
import {FONT_HEIGHT, FONT_WIDTH} from './constants.js?v=4';
import {splitWords} from './utils.js?v=5';
import {parable} from './math.js?v=5';
import {FONT_HEIGHT, FONT_WIDTH} from './constants.js?v=5';
export function createCanvas(width, height) {
const canvas = document.createElement('canvas');
+1 -1
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@@ -1,4 +1,4 @@
import {DEFAULT_KEYPRESS_DELAY} from './constants.js?v=4';
import {DEFAULT_KEYPRESS_DELAY} from './constants.js?v=5';
const input = {};
let lastKeypressTime = 0;
+37 -16
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@@ -1,15 +1,15 @@
import {AI_TYPES} from './ai.js?v=4';
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} from './constants.js?v=4';
import {createCanvas, drawLine, drawRect, drawSemiCircle, drawText, loop, plot, strokeCircle} from './gfx.js?v=4';
import {afterKeyDelay, key} from './input.js?v=4';
import {clamp, deg2rad, distance, parable, random, randomInt, vec, wrap} from './math.js?v=4';
import {PROJECTILE_TYPES} from './projectiles.js?v=4';
import {generateSky} from './sky.js?v=4';
import {playTickSound} from './sound.js?v=4';
import {clipTerrain, closestLand, collapseTerrain, generateTerrain, isTerrain, landHeight} from './terrain.js?v=4';
import {sample, shuffle} from './utils.js?v=4';
import {EXPLOSION_TYPES} from './weapons.js?v=4';
import {drawPanelBg, drawPanelTitle, drawPanelText, drawPanelDivider, drawPanelMenu, getPanelBounds} from './panel.js?v=4';
import {AI_TYPES} from './ai.js?v=5';
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} from './constants.js?v=5';
import {createCanvas, drawLine, drawRect, drawSemiCircle, drawText, loop, plot, strokeCircle} from './gfx.js?v=5';
import {afterKeyDelay, key} from './input.js?v=5';
import {clamp, deg2rad, distance, parable, random, randomInt, vec, wrap} from './math.js?v=5';
import {PROJECTILE_TYPES} from './projectiles.js?v=5';
import {generateSky} from './sky.js?v=5';
import {playTickSound} from './sound.js?v=5';
import {clipTerrain, closestLand, collapseTerrain, generateTerrain, isTerrain, landHeight} from './terrain.js?v=5';
import {sample, shuffle} from './utils.js?v=5';
import {EXPLOSION_TYPES} from './weapons.js?v=5';
import {drawPanelBg, drawPanelTitle, drawPanelText, drawPanelDivider, drawPanelMenu, getPanelBounds} from './panel.js?v=5';
let state = 'start-game';
@@ -47,7 +47,6 @@ framebuffer.canvas.style.height = `${H * Z}px`;
document.body.appendChild(framebuffer.canvas);
function init() {
players = [];
currentPlayer = 0;
projectiles = [];
explosions = [];
@@ -196,7 +195,7 @@ function updateMarket() {
playTickSound();
}
}
else if (key(' ')) {
else if (key('ArrowRight')) {
if (afterKeyDelay()) {
const item = marketItems[menuState.selected];
const itemData = MARKET_ITEMS[item];
@@ -213,6 +212,28 @@ function updateMarket() {
}
}
}
else if (key('ArrowLeft')) {
if (afterKeyDelay()) {
const item = marketItems[menuState.selected];
const itemData = MARKET_ITEMS[item];
const humanPlayer = players.find(p => !p.ai);
if (humanPlayer && item !== 'babyMissile' && item !== 'tracer') {
const weapon = humanPlayer.weapons.find(w => w.type === item);
if (weapon && weapon.ammo > 0) {
const refund = itemData.price / itemData.ammo;
score += refund;
weapon.ammo--;
if (weapon.ammo <= 0) {
humanPlayer.weapons = humanPlayer.weapons.filter(w => w.type !== item);
}
playTickSound();
}
}
}
}
else if (key(' ')) {
idle = true;
}
else if (key('Enter')) {
if (afterKeyDelay()) {
menuState = null;
@@ -822,7 +843,7 @@ function drawMarketPanel() {
}
drawPanelDivider(framebuffer, 280);
drawPanelText(framebuffer, 'SPACE: Buy ENTER: Start Round', 160, 290, 'white');
drawPanelText(framebuffer, 'RIGHT: Buy LEFT: Sell ENTER: Start Round', 160, 290, 'white');
}
function drawRoundEndPanel() {
@@ -859,7 +880,7 @@ function drawGameOverPanel() {
const p = sortedPlayers[i];
const text = `${p.name}: W:${p.wins} K:${p.kills} D:${p.deaths} S:${p.shotsFired}`;
const color = i === 0 ? 'yellow' : 'white';
drawPanelText(framebuffer, text, 160, y + i * 25, color);
drawPanelText(framebuffer, text, 160, y + i * 16, color);
}
drawPanelDivider(framebuffer, 280);
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@@ -1,5 +1,5 @@
import {PANEL_WIDTH, PANEL_HEIGHT, PANEL_FONT_SIZE, PANEL_BG_COLOR, PANEL_BORDER_COLOR, W, H, FONT_WIDTH} from './constants.js?v=4';
import {drawRect, drawLine} from './gfx.js?v=4';
import {PANEL_WIDTH, PANEL_HEIGHT, PANEL_FONT_SIZE, PANEL_BG_COLOR, PANEL_BORDER_COLOR, W, H, FONT_WIDTH} from './constants.js?v=5';
import {drawRect, drawLine} from './gfx.js?v=5';
const PANEL_X = (W - PANEL_WIDTH) / 2;
const PANEL_Y = (H - PANEL_HEIGHT) / 2;
+7 -7
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@@ -1,10 +1,10 @@
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} from './constants.js?v=4';
import {checkLineWith, drawLineVirtual} from './gfx.js?v=4';
import {createParticles, isTank, isTankShield} from './main.js?v=4';
import {deg2rad, parable} from './math.js?v=4';
import {audio, createOsc} from './sound.js?v=4';
import {isTerrain, landHeight} from './terrain.js?v=4';
import {EXPLOSION_TYPES} from './weapons.js?v=4';
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} from './constants.js?v=5';
import {checkLineWith, drawLineVirtual} from './gfx.js?v=5';
import {createParticles, isTank, isTankShield} from './main.js?v=5';
import {deg2rad, parable} from './math.js?v=5';
import {audio, createOsc} from './sound.js?v=5';
import {isTerrain, landHeight} from './terrain.js?v=5';
import {EXPLOSION_TYPES} from './weapons.js?v=5';
export const PROJECTILE_TYPES = {
+4 -4
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@@ -1,7 +1,7 @@
import {SKY_COLORS} from './constants.js?v=4';
import {drawRect} from './gfx.js?v=4';
import {gradient} from './math.js?v=4';
import {sample} from './utils.js?v=4';
import {SKY_COLORS} from './constants.js?v=5';
import {drawRect} from './gfx.js?v=5';
import {gradient} from './math.js?v=5';
import {sample} from './utils.js?v=5';
export function generateSky(ctx) {
const {width, height} = ctx.canvas;
+1 -1
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@@ -1,4 +1,4 @@
import {SOUND_MUSIC_VOLUME, SOUND_SFX_VOLUME} from './constants.js?v=4';
import {SOUND_MUSIC_VOLUME, SOUND_SFX_VOLUME} from './constants.js?v=5';
// @ts-ignore
export const audio = new (window.AudioContext || window.webkitAudioContext)();
+3 -3
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@@ -1,6 +1,6 @@
import {clipCanvas, drawCircle, drawRect} from './gfx.js?v=4';
import {clamp, coords2index, random, randomInt} from './math.js?v=4';
import {sample} from './utils.js?v=4';
import {clipCanvas, drawCircle, drawRect} from './gfx.js?v=5';
import {clamp, coords2index, random, randomInt} from './math.js?v=5';
import {sample} from './utils.js?v=5';
let cachedImageData;
+1 -1
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@@ -1,4 +1,4 @@
import {randomInt} from './math.js?v=4';
import {randomInt} from './math.js?v=5';
export function sample(arr) {
return arr[randomInt(0, arr.length-1)];
+5 -5
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@@ -1,8 +1,8 @@
import {PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, SHIELD_TYPES} from './constants.js?v=4';
import {drawCircle, plot} from './gfx.js?v=4';
import {clamp, cycle, distance, randomInt} from './math.js?v=4';
import {audio, createOsc} from './sound.js?v=4';
import {clipTerrain} from './terrain.js?v=4';
import {PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, SHIELD_TYPES} from './constants.js?v=5';
import {drawCircle, plot} from './gfx.js?v=5';
import {clamp, cycle, distance, randomInt} from './math.js?v=5';
import {audio, createOsc} from './sound.js?v=5';
import {clipTerrain} from './terrain.js?v=5';
export function drawExplosion(ctx, x, y, r) {
const color = 255 - (16 * (r % 16));