diff --git a/main.js b/main.js index 7c93fc1..c02e163 100644 --- a/main.js +++ b/main.js @@ -10,6 +10,7 @@ let state = 'aim'; const players = []; let currentPlayer = 0; let projectile = null; +let prevProjectile = null; // Init canvas const fb = createCanvas(W, H); @@ -44,32 +45,45 @@ function update() { state = 'fire'; fadeProjectiles(); const [px, py] = vec(x, y-3, a+180, 3); - projectile = { + projectile = prevProjectile = { player: player, weapon: player.weapon, ox:px, oy:py, a, p, - x:0, y:0, t: 0, + x:px, y:py, t: 0, }; } } else if (state === 'fire') { - for (let i=0; i<10; i++) { + prevProjectile = {...projectile}; + for (let i=0; i<20; i++) { const {weapon, ox, oy, a, p, t} = projectile; const [x, y] = parable(t, ox, oy, deg2rad(180+a), p/10, 9.8); projectile.t += 0.01; - projectile.x = Math.round(x); - projectile.y = Math.round(y); + projectile.x = Math.ceil(x); + projectile.y = Math.floor(y); if (y > H || isTerrain(terrain, x, y)) { clipTerrain(terrain, (ctx) => drawExplosion(ctx, projectile.x, projectile.y, weapon.xr)); currentPlayer = wrap(0, currentPlayer+1, players.length); projectile = null; - state = 'aim'; + state = 'land'; return; } } } + + else if (state === 'land') { + let stable = true; + for (let player of players) { + const y = landHeight(terrain, player.x); + if (player.y !== y) { + player.y++; + stable = false; + } + } + if (stable) state = 'aim'; + } } function draw() { @@ -90,7 +104,9 @@ function drawPlayer(player) { function drawProjectile() { const {x, y, player} = projectile; - plot(projectiles, x, y, player.c); + projectiles.globalAlpha = 0.5; + drawLine(projectiles, prevProjectile.x, prevProjectile.y, x, y, player.c); + projectiles.globalAlpha = 0.1; } function fadeProjectiles() {