Trajectory plot tweaks
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175cbc15b3
commit
b5fb955004
1 file changed
+23
-7
@@ -10,6 +10,7 @@ let state = 'aim';
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const players = [];
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let currentPlayer = 0;
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let projectile = null;
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let prevProjectile = null;
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// Init canvas
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const fb = createCanvas(W, H);
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@@ -44,32 +45,45 @@ function update() {
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state = 'fire';
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fadeProjectiles();
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const [px, py] = vec(x, y-3, a+180, 3);
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projectile = {
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projectile = prevProjectile = {
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player: player,
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weapon: player.weapon,
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ox:px, oy:py, a, p,
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x:0, y:0, t: 0,
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x:px, y:py, t: 0,
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};
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}
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}
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else if (state === 'fire') {
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for (let i=0; i<10; i++) {
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prevProjectile = {...projectile};
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for (let i=0; i<20; i++) {
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const {weapon, ox, oy, a, p, t} = projectile;
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const [x, y] = parable(t, ox, oy, deg2rad(180+a), p/10, 9.8);
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projectile.t += 0.01;
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projectile.x = Math.round(x);
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projectile.y = Math.round(y);
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projectile.x = Math.ceil(x);
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projectile.y = Math.floor(y);
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if (y > H || isTerrain(terrain, x, y)) {
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clipTerrain(terrain, (ctx) => drawExplosion(ctx, projectile.x, projectile.y, weapon.xr));
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currentPlayer = wrap(0, currentPlayer+1, players.length);
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projectile = null;
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state = 'aim';
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state = 'land';
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return;
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}
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}
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}
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else if (state === 'land') {
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let stable = true;
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for (let player of players) {
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const y = landHeight(terrain, player.x);
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if (player.y !== y) {
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player.y++;
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stable = false;
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}
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}
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if (stable) state = 'aim';
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}
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}
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function draw() {
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@@ -90,7 +104,9 @@ function drawPlayer(player) {
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function drawProjectile() {
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const {x, y, player} = projectile;
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plot(projectiles, x, y, player.c);
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projectiles.globalAlpha = 0.5;
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drawLine(projectiles, prevProjectile.x, prevProjectile.y, x, y, player.c);
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projectiles.globalAlpha = 0.1;
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}
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function fadeProjectiles() {
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