special fx for nukes

This commit is contained in:
catarrh committed 2026-07-26 03:34:42 +03:00
1 parent ebf5a2f0d1
commit a836a85167
13 files changed
+95 -44

No files matched your search

+56 -5
View File
@@ -1,8 +1,8 @@
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';
import {PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, SHIELD_TYPES} from './constants.js?v=8';
import {drawCircle, plot} from './gfx.js?v=8';
import {clamp, cycle, distance, randomInt} from './math.js?v=8';
import {audio, createOsc} from './sound.js?v=8';
import {clipTerrain} from './terrain.js?v=8';
export function drawExplosion(ctx, x, y, r) {
const step = Math.max(1, Math.floor(r / 12));
@@ -20,6 +20,22 @@ export function drawDirt(ctx, x, y, r, c) {
drawCircle(ctx, x, y, r, c);
}
export function drawLavaExplosion(ctx, x, y, r) {
drawCircle(ctx, x, y, r, 'rgb(60, 0, 0)');
const count = Math.floor(r * 1.2);
for (let i = 0; i < count; i++) {
const dist = Math.random() * r;
const angle = Math.random() * Math.PI * 2;
const sx = x + Math.cos(angle) * dist;
const sy = y + Math.sin(angle) * dist;
const spotR = Math.max(1, Math.random() * (2 + r * 0.03));
const heat = 1 - dist / r;
const red = 180 + Math.floor(Math.random() * 75);
const green = Math.floor(Math.random() * heat * 150);
drawCircle(ctx, sx, sy, spotR, `rgb(${red}, ${green}, 0)`);
}
}
export const EXPLOSION_TYPES = {
tracer: {
create(spec, x, y) {
@@ -66,6 +82,41 @@ export const EXPLOSION_TYPES = {
}
}
},
lava: {
create(spec, x, y) {
const {r} = spec;
const osc = createOsc('sawtooth');
osc.start();
return {type:'lava', x, y, r, cr:0, osc};
},
update(explosion, dt) {
return (explosion.cr += dt * 30) < explosion.r;
},
draw(explosion, foreground) {
const {x, y, cr, osc} = explosion;
const f = cycle(explosion.cr, 6) % 2 === 0 ? 55 : 110;
osc.frequency.setValueAtTime(f, audio.currentTime);
drawLavaExplosion(foreground, x, y, cr);
},
stop(explosion) {
const {osc} = explosion;
osc.stop();
},
clip(explosion, terrain) {
const {x, y, cr} = explosion;
clipTerrain(terrain, (ctx) => drawCircle(ctx, x, y, cr, '#000'));
},
damage(explosion, player) {
const {x, y, r} = explosion;
const dist = distance(x, y, player.x, player.y+PLAYER_TANK_Y_FOOTPRINT);
const overlap = clamp(0, dist - r, Infinity);
const shieldType = player.shield ? SHIELD_TYPES[player.shield.type] : null;
const radius = PLAYER_TANK_BOUNDING_RADIUS + (shieldType? shieldType.r : 0);
if (overlap <= radius) {
return Math.round(100 * (1 - overlap / (radius+1)));
}
}
},
dirt: {
create(spec, x, y) {
const {r} = spec;