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

+1 -1
View File
@@ -17,6 +17,6 @@
</style> </style>
</head> </head>
<body> <body>
<script type="module" src="src/main.js?v=7"></script> <script type="module" src="src/main.js?v=8"></script>
</body> </body>
</html> </html>
+2 -2
View File
@@ -1,5 +1,5 @@
import {PLAYER_MAX_ENERGY, PLAYER_INITIAL_POWER, PLAYER_ENERGY_POWER_MULTIPLIER} from './constants.js?v=7'; import {PLAYER_MAX_ENERGY, PLAYER_INITIAL_POWER, PLAYER_ENERGY_POWER_MULTIPLIER} from './constants.js?v=8';
import {randomInt} from './math.js?v=7'; import {randomInt} from './math.js?v=8';
export const AI_TYPES = { export const AI_TYPES = {
+2 -2
View File
@@ -30,8 +30,8 @@ export const WEAPON_TYPES = {
tracer: {id:'tracer', name:'Tracer', projectile:{type:'normal'}, explosion:{type:'tracer'}}, tracer: {id:'tracer', name:'Tracer', projectile:{type:'normal'}, explosion:{type:'tracer'}},
babyMissile: {id:'babyMissile', name:'Baby Missile', projectile:{type:'normal'}, explosion:{type:'blast', r:5}}, babyMissile: {id:'babyMissile', name:'Baby Missile', projectile:{type:'normal'}, explosion:{type:'blast', r:5}},
missile: {id:'missile', name:'Missile', projectile:{type:'normal'}, explosion:{type:'blast', r:20}}, missile: {id:'missile', name:'Missile', projectile:{type:'normal'}, explosion:{type:'blast', r:20}},
babyNuke: {id:'babyNuke', name:'Baby Nuke', projectile:{type:'normal'}, explosion:{type:'blast', r:50}}, babyNuke: {id:'babyNuke', name:'Baby Nuke', projectile:{type:'normal'}, explosion:{type:'lava', r:50}},
nuke: {id:'nuke', name:'Nuke', projectile:{type:'normal'}, explosion:{type:'blast', r:100}}, nuke: {id:'nuke', name:'Nuke', projectile:{type:'normal'}, explosion:{type:'lava', r:100}},
babyNapalm: {id:'babyNapalm', name:'Baby Napalm', projectile:{type:'normal'}, explosion:{type:'napalm', particles:32}}, babyNapalm: {id:'babyNapalm', name:'Baby Napalm', projectile:{type:'normal'}, explosion:{type:'napalm', particles:32}},
napalm: {id:'napalm', name:'Napalm', projectile:{type:'normal'}, explosion:{type:'napalm', particles:64}}, napalm: {id:'napalm', name:'Napalm', projectile:{type:'normal'}, explosion:{type:'napalm', particles:64}},
babyRoller: {id:'babyRoller', name:'Baby Roller', projectile:{type:'roller'}, explosion:{type:'blast', r:15}}, babyRoller: {id:'babyRoller', name:'Baby Roller', projectile:{type:'roller'}, explosion:{type:'blast', r:15}},
+3 -3
View File
@@ -1,6 +1,6 @@
import {splitWords} from './utils.js?v=7'; import {splitWords} from './utils.js?v=8';
import {parable} from './math.js?v=7'; import {parable} from './math.js?v=8';
import {FONT_HEIGHT, FONT_WIDTH} from './constants.js?v=7'; import {FONT_HEIGHT, FONT_WIDTH} from './constants.js?v=8';
export function createCanvas(width, height, readable) { export function createCanvas(width, height, readable) {
const canvas = document.createElement('canvas'); const canvas = document.createElement('canvas');
+1 -1
View File
@@ -1,4 +1,4 @@
import {DEFAULT_KEYPRESS_DELAY} from './constants.js?v=7'; import {DEFAULT_KEYPRESS_DELAY} from './constants.js?v=8';
const input = {}; const input = {};
let lastKeypressTime = 0; let lastKeypressTime = 0;
+12 -12
View File
@@ -1,15 +1,15 @@
import {AI_TYPES} from './ai.js?v=7'; import {AI_TYPES} from './ai.js?v=8';
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, NAPALM_SPAWN_RATE, FIRE_DURATION, FIRE_DAMAGE} from './constants.js?v=7'; 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, NAPALM_SPAWN_RATE, FIRE_DURATION, FIRE_DAMAGE} from './constants.js?v=8';
import {createCanvas, drawLine, drawRect, drawSemiCircle, drawText, loop, plot, strokeCircle} from './gfx.js?v=7'; import {createCanvas, drawLine, drawRect, drawSemiCircle, drawText, loop, plot, strokeCircle} from './gfx.js?v=8';
import {afterKeyDelay, key} from './input.js?v=7'; import {afterKeyDelay, key} from './input.js?v=8';
import {clamp, deg2rad, distance, parable, random, randomInt, vec, wrap} from './math.js?v=7'; import {clamp, deg2rad, distance, parable, random, randomInt, vec, wrap} from './math.js?v=8';
import {PROJECTILE_TYPES} from './projectiles.js?v=7'; import {PROJECTILE_TYPES} from './projectiles.js?v=8';
import {generateSky} from './sky.js?v=7'; import {generateSky} from './sky.js?v=8';
import {playTickSound} from './sound.js?v=7'; import {playTickSound} from './sound.js?v=8';
import {clipTerrain, closestLand, collapseTerrain, generateTerrain, isTerrain, landHeight, startCollapseTerrain, collapseTerrainStep} from './terrain.js?v=7'; import {clipTerrain, closestLand, collapseTerrain, generateTerrain, isTerrain, landHeight, startCollapseTerrain, collapseTerrainStep} from './terrain.js?v=8';
import {sample, shuffle} from './utils.js?v=7'; import {sample, shuffle} from './utils.js?v=8';
import {EXPLOSION_TYPES} from './weapons.js?v=7'; import {EXPLOSION_TYPES} from './weapons.js?v=8';
import {drawPanelBg, drawPanelTitle, drawPanelText, drawPanelDivider, drawPanelMenu, getPanelBounds} from './panel.js?v=7'; import {drawPanelBg, drawPanelTitle, drawPanelText, drawPanelDivider, drawPanelMenu, getPanelBounds} from './panel.js?v=8';
let state = 'start-game'; let state = 'start-game';
+2 -2
View File
@@ -1,5 +1,5 @@
import {PANEL_WIDTH, PANEL_HEIGHT, PANEL_FONT_SIZE, PANEL_TITLE_FONT_SIZE, PANEL_BG_COLOR, PANEL_BORDER_COLOR, W, H, FONT_WIDTH} from './constants.js?v=7'; import {PANEL_WIDTH, PANEL_HEIGHT, PANEL_FONT_SIZE, PANEL_TITLE_FONT_SIZE, PANEL_BG_COLOR, PANEL_BORDER_COLOR, W, H, FONT_WIDTH} from './constants.js?v=8';
import {drawRect, drawLine} from './gfx.js?v=7'; import {drawRect, drawLine} from './gfx.js?v=8';
const PANEL_X = (W - PANEL_WIDTH) / 2; const PANEL_X = (W - PANEL_WIDTH) / 2;
const PANEL_Y = (H - PANEL_HEIGHT) / 2; const PANEL_Y = (H - PANEL_HEIGHT) / 2;
+7 -7
View File
@@ -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, PLAYER_TANK_Y_FOOTPRINT} from './constants.js?v=7'; 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, PLAYER_TANK_Y_FOOTPRINT} from './constants.js?v=8';
import {checkLineWith, drawLineVirtual} from './gfx.js?v=7'; import {checkLineWith, drawLineVirtual} from './gfx.js?v=8';
import {createParticles, isTank, isTankShield, spawnNapalm, tracerMode} from './main.js?v=7'; import {createParticles, isTank, isTankShield, spawnNapalm, tracerMode} from './main.js?v=8';
import {deg2rad, parable, rad2deg, wrap} from './math.js?v=7'; import {deg2rad, parable, rad2deg, wrap} from './math.js?v=8';
import {audio, createOsc} from './sound.js?v=7'; import {audio, createOsc} from './sound.js?v=8';
import {isTerrain, landHeight} from './terrain.js?v=7'; import {isTerrain, landHeight} from './terrain.js?v=8';
import {EXPLOSION_TYPES} from './weapons.js?v=7'; import {EXPLOSION_TYPES} from './weapons.js?v=8';
export const PROJECTILE_TYPES = { export const PROJECTILE_TYPES = {
+4 -4
View File
@@ -1,7 +1,7 @@
import {SKY_COLORS} from './constants.js?v=7'; import {SKY_COLORS} from './constants.js?v=8';
import {drawRect} from './gfx.js?v=7'; import {drawRect} from './gfx.js?v=8';
import {gradient} from './math.js?v=7'; import {gradient} from './math.js?v=8';
import {sample} from './utils.js?v=7'; import {sample} from './utils.js?v=8';
export function generateSky(ctx) { export function generateSky(ctx) {
const {width, height} = ctx.canvas; const {width, height} = ctx.canvas;
+1 -1
View File
@@ -1,4 +1,4 @@
import {SOUND_MUSIC_VOLUME, SOUND_SFX_VOLUME} from './constants.js?v=7'; import {SOUND_MUSIC_VOLUME, SOUND_SFX_VOLUME} from './constants.js?v=8';
// @ts-ignore // @ts-ignore
export const audio = new (window.AudioContext || window.webkitAudioContext)(); export const audio = new (window.AudioContext || window.webkitAudioContext)();
+3 -3
View File
@@ -1,6 +1,6 @@
import {clipCanvas, drawCircle, drawRect} from './gfx.js?v=7'; import {clipCanvas, drawCircle, drawRect} from './gfx.js?v=8';
import {clamp, coords2index, random, randomInt} from './math.js?v=7'; import {clamp, coords2index, random, randomInt} from './math.js?v=8';
import {sample} from './utils.js?v=7'; import {sample} from './utils.js?v=8';
let cachedImageData; let cachedImageData;
+1 -1
View File
@@ -1,4 +1,4 @@
import {randomInt} from './math.js?v=7'; import {randomInt} from './math.js?v=8';
export function sample(arr) { export function sample(arr) {
return arr[randomInt(0, arr.length-1)]; return arr[randomInt(0, arr.length-1)];
+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 {PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, SHIELD_TYPES} from './constants.js?v=8';
import {drawCircle, plot} from './gfx.js?v=7'; import {drawCircle, plot} from './gfx.js?v=8';
import {clamp, cycle, distance, randomInt} from './math.js?v=7'; import {clamp, cycle, distance, randomInt} from './math.js?v=8';
import {audio, createOsc} from './sound.js?v=7'; import {audio, createOsc} from './sound.js?v=8';
import {clipTerrain} from './terrain.js?v=7'; import {clipTerrain} from './terrain.js?v=8';
export function drawExplosion(ctx, x, y, r) { export function drawExplosion(ctx, x, y, r) {
const step = Math.max(1, Math.floor(r / 12)); 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); 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 = { export const EXPLOSION_TYPES = {
tracer: { tracer: {
create(spec, x, y) { 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: { dirt: {
create(spec, x, y) { create(spec, x, y) {
const {r} = spec; const {r} = spec;