Terrain performance
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commit
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5 files changed
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-29
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@@ -106,7 +106,7 @@ export function drawParagraph(ctx, text, x, y, w, h, color) {
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export function loop(fn) {
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export function loop(fn) {
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(function looped() {
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(function looped() {
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requestAnimationFrame(looped);
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fn();
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fn();
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requestAnimationFrame(looped);
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})();
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})();
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}
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}
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@@ -4,8 +4,8 @@ import {key} from './input.js';
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import {clamp, deg2rad, parable, randomInt, vec, wrap} from './math.js';
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import {clamp, deg2rad, parable, randomInt, vec, wrap} from './math.js';
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import {createSky} from './sky.js';
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import {createSky} from './sky.js';
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import {audio, createOsc} from './sound.js';
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import {audio, createOsc} from './sound.js';
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import {clipTerrain, collapseTerrain, createTerrain, isTerrain, landHeight, closestLand} from './terrain.js';
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import {collapseTerrain, createTerrain, isTerrain, landHeight, closestLand} from './terrain.js';
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import {drawExplosion, WEAPON_TYPES, EXPLOSION_TYPES} from './weapons.js';
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import {WEAPON_TYPES, EXPLOSION_TYPES} from './weapons.js';
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let state = 'start-turn';
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let state = 'start-turn';
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@@ -14,13 +14,13 @@ let currentPlayer = 0;
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let projectile = null;
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let projectile = null;
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let prevProjectile = null;
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let prevProjectile = null;
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let explosion = null;
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let explosion = null;
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let fadeCount = 0;
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let wind = 0;
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let wind = 0;
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// Init layers
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// Init layers
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const sky = createSky(W, H);
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const sky = createSky(W, H);
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const terrain = createTerrain(W, H);
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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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const prevProjectiles = createCanvas(W, H);
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const foreground = createCanvas(W, H);
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const foreground = createCanvas(W, H);
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for (let c of [sky, terrain, projectiles, foreground]) {
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for (let c of [sky, terrain, projectiles, foreground]) {
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@@ -77,11 +77,7 @@ function update() {
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else if (state === 'fire') {
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else if (state === 'fire') {
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prevProjectile = {...projectile};
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prevProjectile = {...projectile};
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fadeProjectiles(5);
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if (fadeCount++ === 1) {
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fadeProjectiles(1);
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fadeCount = 0;
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}
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for (let i=0; i<PROJECTILE_ITERATIONS_PER_FRAME; i++) {
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for (let i=0; i<PROJECTILE_ITERATIONS_PER_FRAME; 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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@@ -92,7 +88,7 @@ function update() {
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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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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, projectile.x, projectile.y)) {
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projectile.osc.stop();
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projectile.osc.stop();
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const explosionSpec = weapon.explosion;
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const explosionSpec = weapon.explosion;
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const explosionType = EXPLOSION_TYPES[explosionSpec.type];
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const explosionType = EXPLOSION_TYPES[explosionSpec.type];
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@@ -108,6 +104,7 @@ function update() {
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const explosionType = EXPLOSION_TYPES[weapon.explosion.type];
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const explosionType = EXPLOSION_TYPES[weapon.explosion.type];
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if (!explosionType.update(explosion)) {
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if (!explosionType.update(explosion)) {
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explosionType.clip(explosion, terrain);
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for (let player of players) {
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for (let player of players) {
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if (player.energy > 0) {
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if (player.energy > 0) {
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player.energy -= explosionType.damage(explosion, player) || 0;
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player.energy -= explosionType.damage(explosion, player) || 0;
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@@ -180,16 +177,18 @@ function drawProjectile() {
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}
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}
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function fadeProjectiles(amount) {
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function fadeProjectiles(amount) {
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const imageData = projectiles.getImageData(0, 0, W, H);
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// This leaves traces during rendering. Zeno's paradox :(
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for (let i=0; i<imageData.data.length; i+=4) imageData.data[i+3] -= amount;
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prevProjectiles.globalAlpha = 1 - (amount / 255);
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prevProjectiles.clearRect(0, 0, W, H);
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prevProjectiles.drawImage(projectiles.canvas, 0, 0, W, H);
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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.drawImage(prevProjectiles.canvas, 0, 0, W, H);
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}
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}
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function drawExplosions() {
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function drawExplosions() {
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const {weapon} = projectile;
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const {weapon} = projectile;
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const explosionType = EXPLOSION_TYPES[weapon.explosion.type];
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const explosionType = EXPLOSION_TYPES[weapon.explosion.type];
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explosionType.draw(explosion, foreground, terrain);
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explosionType.draw(explosion, foreground);
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}
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}
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function drawStatus() {
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function drawStatus() {
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@@ -1,9 +1,9 @@
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export function coords(width, i) {
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export function index2coords(width, i) {
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return [i%width, Math.floor(i/width)];
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return [i % width, Math.floor(i/width)];
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}
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}
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export function index(width, x, y) {
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export function coords2index(width, x, y) {
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return y * width + x;
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return y * width + x;
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}
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}
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+22
-10
@@ -1,4 +1,12 @@
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import {createCanvas, drawRect, clipCanvas, plot} from './gfx.js';
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import {createCanvas, drawRect, clipCanvas, plot} from './gfx.js';
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import {coords2index} from './math.js';
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let cachedImageData;
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function cacheImageData(ctx) {
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const {width, height} = ctx.canvas;
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cachedImageData = ctx.getImageData(0, 0, width, height);
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}
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export function createTerrain(width, height) {
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export function createTerrain(width, height) {
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const terrain = createCanvas(width, height);
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const terrain = createCanvas(width, height);
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@@ -12,6 +20,7 @@ export function generateTerrain(ctx) {
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const h = Math.round(120 + 30 * Math.sin(x/25));
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const h = Math.round(120 + 30 * Math.sin(x/25));
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drawRect(ctx, x, height-h, 1, h, 'burlywood');
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drawRect(ctx, x, height-h, 1, h, 'burlywood');
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}
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}
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cacheImageData(ctx);
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}
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}
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export function collapseTerrain(ctx, ox, r) {
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export function collapseTerrain(ctx, ox, r) {
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@@ -30,30 +39,33 @@ export function collapseTerrain(ctx, ox, r) {
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ctx.clearRect(left+x, 0, 1, height);
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ctx.clearRect(left+x, 0, 1, height);
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drawRect(ctx, left+x, height-land, 1, land, 'burlywood');
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drawRect(ctx, left+x, height-land, 1, land, 'burlywood');
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}
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}
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cacheImageData(ctx);
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}
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}
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export function isTerrain(ctx, x, y) {
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export function isTerrain(ctx, x, y) {
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const imageData = ctx.getImageData(x, y, 1, 1);
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const index = coords2index(ctx.canvas.width, x, y) * 4;
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return imageData.data[3] > 0;
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return cachedImageData.data[index+3] > 0;
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}
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}
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export function closestLand(ctx, x, y) {
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export function closestLand(ctx, x, y) {
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const {height} = ctx.canvas;
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const {width, height} = ctx.canvas;
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const imageData = ctx.getImageData(x, 0, 1, height);
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for (let i=y; i<height; i++) {
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for (let i=y; i<height; i++) {
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if (imageData.data[i*4+3] !== 0) return i;
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const index = coords2index(width, x, i) * 4;
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if (cachedImageData.data[index+3] !== 0) return i;
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}
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}
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return height-1;
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return height-1;
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}
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}
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export function landHeight(ctx, x) {
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export function landHeight(ctx, x) {
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const {height} = ctx.canvas;
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const {width, height} = ctx.canvas;
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const imageData = ctx.getImageData(x, 0, 1, height);
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for (let i=height-1; i>=0; i--) {
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for (let y=height-1; y>=0; y--) {
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const index = coords2index(width, x, i) * 4;
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if (imageData.data[y*4+3] === 0) return y;
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if (cachedImageData.data[index+3] === 0) return i;
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}
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}
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}
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}
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export function clipTerrain(ctx, fn) {
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export function clipTerrain(ctx, fn) {
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return clipCanvas(ctx, fn);
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clipCanvas(ctx, fn);
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cacheImageData(ctx);
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}
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}
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+8
-2
@@ -25,9 +25,12 @@ export const EXPLOSION_TYPES = {
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update(explosion) {
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update(explosion) {
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return ++explosion.cr < explosion.r;
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return ++explosion.cr < explosion.r;
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},
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},
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draw(explosion, foreground, terrain) {
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draw(explosion, foreground) {
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const {x, y, cr} = explosion;
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const {x, y, cr} = explosion;
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drawExplosion(foreground, x, y, cr);
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drawExplosion(foreground, x, y, cr);
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},
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clip(explosion, terrain) {
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const {x, y, cr} = explosion;
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clipTerrain(terrain, (ctx) => drawExplosion(ctx, x, y, cr));
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clipTerrain(terrain, (ctx) => drawExplosion(ctx, x, y, cr));
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},
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},
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damage(explosion, player) {
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damage(explosion, player) {
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@@ -44,9 +47,12 @@ export const EXPLOSION_TYPES = {
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update(explosion) {
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update(explosion) {
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return ++explosion.cr < explosion.r;
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return ++explosion.cr < explosion.r;
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},
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},
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draw(explosion, foreground, terrain) {
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draw(explosion, foreground) {
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const {x, y, cr} = explosion;
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const {x, y, cr} = explosion;
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drawExplosion(foreground, x, y, cr);
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drawExplosion(foreground, x, y, cr);
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},
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clip(explosion, terrain) {
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const {x, y, cr} = explosion;
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drawExplosion(terrain, x, y, cr);
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drawExplosion(terrain, x, y, cr);
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},
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},
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damage(explosion, player) {}
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damage(explosion, player) {}
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