fix: purchased weapons are now active in game (again) and panel font size reduced to 10px
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@@ -1,15 +1,15 @@
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import {AI_TYPES} from './ai.js?v=4';
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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} from './constants.js?v=4';
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import {createCanvas, drawLine, drawRect, drawSemiCircle, drawText, loop, plot, strokeCircle} from './gfx.js?v=4';
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import {afterKeyDelay, key} from './input.js?v=4';
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import {clamp, deg2rad, distance, parable, random, randomInt, vec, wrap} from './math.js?v=4';
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import {PROJECTILE_TYPES} from './projectiles.js?v=4';
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import {generateSky} from './sky.js?v=4';
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import {playTickSound} from './sound.js?v=4';
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import {clipTerrain, closestLand, collapseTerrain, generateTerrain, isTerrain, landHeight} from './terrain.js?v=4';
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import {sample, shuffle} from './utils.js?v=4';
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import {EXPLOSION_TYPES} from './weapons.js?v=4';
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import {drawPanelBg, drawPanelTitle, drawPanelText, drawPanelDivider, drawPanelMenu, getPanelBounds} from './panel.js?v=4';
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import {AI_TYPES} from './ai.js?v=5';
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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} from './constants.js?v=5';
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import {createCanvas, drawLine, drawRect, drawSemiCircle, drawText, loop, plot, strokeCircle} from './gfx.js?v=5';
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import {afterKeyDelay, key} from './input.js?v=5';
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import {clamp, deg2rad, distance, parable, random, randomInt, vec, wrap} from './math.js?v=5';
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import {PROJECTILE_TYPES} from './projectiles.js?v=5';
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import {generateSky} from './sky.js?v=5';
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import {playTickSound} from './sound.js?v=5';
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import {clipTerrain, closestLand, collapseTerrain, generateTerrain, isTerrain, landHeight} from './terrain.js?v=5';
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import {sample, shuffle} from './utils.js?v=5';
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import {EXPLOSION_TYPES} from './weapons.js?v=5';
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import {drawPanelBg, drawPanelTitle, drawPanelText, drawPanelDivider, drawPanelMenu, getPanelBounds} from './panel.js?v=5';
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let state = 'start-game';
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@@ -47,7 +47,6 @@ framebuffer.canvas.style.height = `${H * Z}px`;
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document.body.appendChild(framebuffer.canvas);
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function init() {
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players = [];
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currentPlayer = 0;
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projectiles = [];
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explosions = [];
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@@ -196,7 +195,7 @@ function updateMarket() {
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playTickSound();
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}
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}
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else if (key(' ')) {
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else if (key('ArrowRight')) {
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if (afterKeyDelay()) {
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const item = marketItems[menuState.selected];
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const itemData = MARKET_ITEMS[item];
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@@ -213,6 +212,28 @@ function updateMarket() {
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}
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}
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}
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else if (key('ArrowLeft')) {
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if (afterKeyDelay()) {
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const item = marketItems[menuState.selected];
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const itemData = MARKET_ITEMS[item];
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const humanPlayer = players.find(p => !p.ai);
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if (humanPlayer && item !== 'babyMissile' && item !== 'tracer') {
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const weapon = humanPlayer.weapons.find(w => w.type === item);
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if (weapon && weapon.ammo > 0) {
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const refund = itemData.price / itemData.ammo;
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score += refund;
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weapon.ammo--;
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if (weapon.ammo <= 0) {
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humanPlayer.weapons = humanPlayer.weapons.filter(w => w.type !== item);
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}
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playTickSound();
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}
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}
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}
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}
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else if (key(' ')) {
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idle = true;
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}
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else if (key('Enter')) {
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if (afterKeyDelay()) {
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menuState = null;
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@@ -822,7 +843,7 @@ function drawMarketPanel() {
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}
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drawPanelDivider(framebuffer, 280);
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drawPanelText(framebuffer, 'SPACE: Buy ENTER: Start Round', 160, 290, 'white');
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drawPanelText(framebuffer, 'RIGHT: Buy LEFT: Sell ENTER: Start Round', 160, 290, 'white');
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}
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function drawRoundEndPanel() {
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@@ -859,7 +880,7 @@ function drawGameOverPanel() {
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const p = sortedPlayers[i];
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const text = `${p.name}: W:${p.wins} K:${p.kills} D:${p.deaths} S:${p.shotsFired}`;
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const color = i === 0 ? 'yellow' : 'white';
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drawPanelText(framebuffer, text, 160, y + i * 25, color);
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drawPanelText(framebuffer, text, 160, y + i * 16, color);
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}
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drawPanelDivider(framebuffer, 280);
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