shield and parachute need to be purchased. some fx added

This commit is contained in:
catarrh committed 2026-07-26 03:01:34 +03:00
1 parent 63ddd0176f
commit ba794804e3
4 files changed
+162 -39

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+4 -3
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@@ -24,7 +24,6 @@ export const PLAYER_COLORS = [
export const PLAYER_STARTING_WEAPONS = [
{type: 'babyMissile', ammo:Infinity},
{type: 'tracer', ammo:Infinity},
]
export const WEAPON_TYPES = {
@@ -93,7 +92,7 @@ export const PLAYER_POWER_TICK_SOUND_INTERVAL = 2;
export const PROJECTILE_POWER_REDUCTION_FACTOR = 10;
export const PROJECTILE_WIND_REDUCTION_FACTOR = 10;
export const PROJECTILE_ITERATIONS_PER_FRAME = 30;
export const PROJECTILE_ITERATIONS_PER_FRAME = 20;
export const PROJECTILE_ITERATION_PROGRESS = 0.01;
export const PROJECTILE_MIN_SOUND_FREQUENCY = 220;
export const PROJECTILE_MAX_SOUND_FREQUENCY = 2200;
@@ -137,6 +136,7 @@ export const SCORE_FOR_WIN = 100;
export const MARKET_ITEMS = {
babyMissile: { price: 0, ammo: Infinity },
tracer: { price: 5, ammo: 30 },
missile: { price: 15, ammo: 5 },
babyNuke: { price: 25, ammo: 3 },
nuke: { price: 50, ammo: 1 },
@@ -155,5 +155,6 @@ export const MARKET_ITEMS = {
smallDigBomb: { price: 10, ammo: 5 },
digBomb: { price: 20, ammo: 3 },
largeDigBomb: { price: 35, ammo: 1 },
parachute: { price: 30, ammo: 1 },
parachute: { price: 20, ammo: 5 },
shield: { price: 50, ammo: 1 },
};
+91 -18
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@@ -36,6 +36,8 @@ let totalRounds = 1;
let selectedPlayers = 6;
let selectedTerrain = null;
let menuState = null;
let tracerMode = true;
export {tracerMode};
// Music
// const music = createAudioLoop('assets/battle.mp3');
@@ -79,21 +81,22 @@ function initNewGame() {
napalmEmitter = null;
menuState = {
selected: 0,
values: [1, 0, 0],
values: [1, 0, 0, 0],
};
state = 'start-menu';
}
function updateStartMenu() {
const options = ['Players', 'Rounds', 'Terrain'];
const options = ['Players', 'Rounds', 'Terrain', 'Tracer'];
const playerCounts = [2, 3, 4, 5, 6];
const roundCounts = [1, 3, 5, 10];
const terrains = ['Random', 'Mountain', 'Sand'];
const tracerOptions = ['On', 'Off'];
if (!menuState) {
menuState = {
selected: 0,
values: [selectedPlayers, totalRounds, selectedTerrain || 0],
values: [selectedPlayers, totalRounds, selectedTerrain || 0, tracerMode ? 0 : 1],
};
}
@@ -118,6 +121,8 @@ function updateStartMenu() {
menuState.values[1] = (menuState.values[1] - 1 + roundCounts.length) % roundCounts.length;
} else if (opt === 2) {
menuState.values[2] = (menuState.values[2] - 1 + terrains.length) % terrains.length;
} else if (opt === 3) {
menuState.values[3] = menuState.values[3] === 0 ? 1 : 0;
}
playTickSound();
}
@@ -131,6 +136,8 @@ function updateStartMenu() {
menuState.values[1] = (menuState.values[1] + 1) % roundCounts.length;
} else if (opt === 2) {
menuState.values[2] = (menuState.values[2] + 1) % terrains.length;
} else if (opt === 3) {
menuState.values[3] = menuState.values[3] === 0 ? 1 : 0;
}
playTickSound();
}
@@ -140,6 +147,7 @@ function updateStartMenu() {
selectedPlayers = playerCounts[menuState.values[0]];
totalRounds = roundCounts[menuState.values[1]];
selectedTerrain = menuState.values[2] === 0 ? null : terrains[menuState.values[2]].toLowerCase();
tracerMode = menuState.values[3] === 0;
menuState = null;
score = STARTING_SCORE;
initAllPlayerStats();
@@ -159,8 +167,12 @@ function initAllPlayerStats() {
x:0, y:0, a:0,
c: color, cb: borderColor,
p: PLAYER_INITIAL_POWER,
tools: [{type: 'parachute', ammo: 0}],
weapons: PLAYER_STARTING_WEAPONS.map(x => ({...x})),
tools: [],
weapons: (() => {
const w = PLAYER_STARTING_WEAPONS.map(x => ({...x}));
if (tracerMode) w.push({type: 'tracer', ammo: Infinity});
return w;
})(),
currentWeapon: 0,
energy: PLAYER_MAX_ENERGY,
shield: null,
@@ -178,7 +190,7 @@ function initAllPlayerStats() {
}
function updateMarket() {
const marketItems = Object.keys(MARKET_ITEMS);
const marketItems = Object.keys(MARKET_ITEMS).filter(item => !(tracerMode && item === 'tracer'));
if (!menuState) {
menuState = {
@@ -211,7 +223,20 @@ function updateMarket() {
const item = marketItems[menuState.selected];
const itemData = MARKET_ITEMS[item];
const humanPlayer = players.find(p => !p.ai);
if (humanPlayer && score >= itemData.price && item !== 'babyMissile' && WEAPON_TYPES[item]) {
if (!humanPlayer || score < itemData.price) return;
if (item === 'babyMissile') return;
if (item === 'parachute') {
score -= itemData.price;
let t = humanPlayer.tools.find(x => x.type === 'parachute');
if (t) t.ammo += itemData.ammo;
else humanPlayer.tools.push({type: 'parachute', ammo: itemData.ammo});
playTickSound();
} else if (item === 'shield') {
if (humanPlayer.shield) return;
score -= itemData.price;
humanPlayer.shield = {type:'shield', energy:SHIELD_TYPES.shield.energy};
playTickSound();
} else if (WEAPON_TYPES[item]) {
score -= itemData.price;
let existingWeapon = humanPlayer.weapons.find(w => w.type === item);
if (existingWeapon) {
@@ -228,7 +253,24 @@ function updateMarket() {
const item = marketItems[menuState.selected];
const itemData = MARKET_ITEMS[item];
const humanPlayer = players.find(p => !p.ai);
if (humanPlayer && item !== 'babyMissile' && item !== 'tracer') {
if (!humanPlayer) return;
if (item === 'babyMissile') return;
if (item === 'parachute') {
const t = humanPlayer.tools.find(x => x.type === 'parachute');
if (t && t.ammo > 0) {
const refund = itemData.price / itemData.ammo;
score += refund;
t.ammo--;
if (t.ammo <= 0) humanPlayer.tools = humanPlayer.tools.filter(x => x.type !== 'parachute');
playTickSound();
}
} else if (item === 'shield') {
if (humanPlayer.shield) {
score += itemData.price;
humanPlayer.shield = null;
playTickSound();
}
} else {
const weapon = humanPlayer.weapons.find(w => w.type === item);
if (weapon && weapon.ammo > 0) {
const refund = itemData.price / itemData.ammo;
@@ -258,13 +300,20 @@ function updateMarket() {
function aiBuy(player) {
player.score = STARTING_SCORE;
const marketItems = Object.keys(MARKET_ITEMS).filter(x => x !== 'babyMissile' && x !== 'tracer');
const marketItems = Object.keys(MARKET_ITEMS).filter(x => x !== 'babyMissile' && !(tracerMode && x === 'tracer') && (WEAPON_TYPES[x] || x === 'parachute' || x === 'shield'));
let attempts = 0;
while (player.score > 0 && attempts < 20) {
const item = sample(marketItems);
const itemData = MARKET_ITEMS[item];
if (player.score >= itemData.price) {
player.score -= itemData.price;
if (item === 'parachute') {
let t = player.tools.find(x => x.type === 'parachute');
if (t) t.ammo += itemData.ammo;
else player.tools.push({type: 'parachute', ammo: itemData.ammo});
} else if (item === 'shield') {
if (!player.shield) player.shield = {type:'shield', energy:SHIELD_TYPES.shield.energy};
} else {
let existingWeapon = player.weapons.find(w => w.type === item);
if (existingWeapon) {
existingWeapon.ammo += itemData.ammo;
@@ -272,6 +321,7 @@ function aiBuy(player) {
player.weapons.push({type: item, ammo: itemData.ammo});
}
}
}
attempts++;
}
}
@@ -290,7 +340,7 @@ function initPlayers() {
player.p = PLAYER_INITIAL_POWER;
player.currentWeapon = 0;
player.energy = PLAYER_MAX_ENERGY;
player.shield = {type:'springShield', energy:SHIELD_TYPES.springShield.energy};
if (player.shield) player.shield.energy = SHIELD_TYPES[player.shield.type].energy;
player.parachute = null;
player.fallHeight = 0;
player.kills = 0;
@@ -309,11 +359,15 @@ function initPlayers() {
x:0, y:0, a:0,
c: color, cb: borderColor,
p: PLAYER_INITIAL_POWER,
tools: [{type: 'parachute', ammo: 0}],
weapons: PLAYER_STARTING_WEAPONS.map(x => ({...x})),
tools: [],
weapons: (() => {
const w = PLAYER_STARTING_WEAPONS.map(x => ({...x}));
if (tracerMode) w.push({type: 'tracer', ammo: Infinity});
return w;
})(),
currentWeapon: 0,
energy: PLAYER_MAX_ENERGY,
shield: {type:'springShield', energy:SHIELD_TYPES.springShield.energy},
shield: null,
ai: i !== 0 ? sample(Object.keys(AI_TYPES)) : undefined,
parachute: null,
fallHeight: 0,
@@ -467,7 +521,7 @@ function update() {
EXPLOSION_SHAKE_REDUCTION_FACTOR
);
if (explosionType.update(explosion)) continue;
if (explosionType.update(explosion, dt)) continue;
screenShake = 0;
explosionType.clip(explosion, terrain);
explosionType.stop(explosion);
@@ -1003,7 +1057,17 @@ function fadeTrajectories() {
function drawProjectile() {
if (!projectiles.length) return;
for (let projectile of projectiles) {
plot(foreground, clamp(0, projectile.x, W-1), clamp(0, projectile.y, H-1), 'white');
const color = projectile.player ? projectile.player.c : 'white';
if (!tracerMode && projectile.weapon?.type !== 'tracer') {
for (let i=0; i < (projectile.trail?.length || 0); i++) {
const t = projectile.trail[i];
const alpha = (i + 1) / (projectile.trail.length + 1);
foreground.globalAlpha = alpha * 0.5;
plot(foreground, clamp(0, Math.round(t.x), W-1), clamp(0, Math.round(t.y), H-1), color);
}
}
foreground.globalAlpha = 1;
plot(foreground, clamp(0, Math.round(projectile.x), W-1), clamp(0, Math.round(projectile.y), H-1), 'white');
}
}
@@ -1030,13 +1094,15 @@ function drawStartMenuPanel() {
const playerCounts = [2, 3, 4, 5, 6];
const roundCounts = [1, 3, 5, 10];
const terrains = ['Random', 'Mountain', 'Sand'];
const tracerOptions = ['On', 'Off'];
const y = 100;
const labels = ['Players', 'Rounds', 'Terrain'];
const labels = ['Players', 'Rounds', 'Terrain', 'Tracer'];
const values = [
playerCounts[menuState.values[0]],
roundCounts[menuState.values[1]],
terrains[menuState.values[2]],
tracerOptions[menuState.values[3]],
];
for (let i=0; i<labels.length; i++) {
@@ -1057,7 +1123,7 @@ function drawMarketPanel() {
const humanPlayer = players.find(p => !p.ai);
drawPanelText(framebuffer, `Score: ${score}`, 160, 100, 'yellow');
const marketItems = Object.keys(MARKET_ITEMS);
const marketItems = Object.keys(MARKET_ITEMS).filter(item => !(tracerMode && item === 'tracer'));
const y = 120;
const maxVisible = 8;
@@ -1073,13 +1139,20 @@ function drawMarketPanel() {
let ammoText = '';
if (humanPlayer) {
if (item === 'parachute') {
const t = humanPlayer.tools.find(x => x.type === 'parachute');
ammoText = t ? `(x${t.ammo})` : '(none)';
} else if (item === 'shield') {
ammoText = humanPlayer.shield ? '(owned)' : '(none)';
} else {
const weapon = humanPlayer.weapons.find(w => w.type === item);
if (weapon) {
ammoText = weapon.type === 'babyMissile' || weapon.type === 'tracer' ? '(owned)' : `(x${weapon.ammo})`;
ammoText = weapon.type === 'babyMissile' ? '(owned)' : `(x${weapon.ammo})`;
} else {
ammoText = '(none)';
}
}
}
const priceText = itemData.price === 0 ? 'FREE' : `$${itemData.price}`;
drawPanelText(framebuffer, `${prefix}${item}: ${priceText} ${ammoText}`, 140, y + i * 20, color);
+50 -8
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@@ -1,7 +1,7 @@
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} from './constants.js?v=6';
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=6';
import {checkLineWith, drawLineVirtual} from './gfx.js?v=6';
import {createParticles, isTank, isTankShield, spawnNapalm} from './main.js?v=6';
import {deg2rad, parable} from './math.js?v=6';
import {createParticles, isTank, isTankShield, spawnNapalm, tracerMode} from './main.js?v=6';
import {deg2rad, parable, rad2deg, wrap} from './math.js?v=6';
import {audio, createOsc} from './sound.js?v=6';
import {isTerrain, landHeight} from './terrain.js?v=6';
import {EXPLOSION_TYPES} from './weapons.js?v=6';
@@ -18,6 +18,7 @@ export const PROJECTILE_TYPES = {
player, weapon,
x:ox, y:oy, ox, oy, a, p,
t: 0, osc, wind,
trail: [],
}];
},
stop(projectile) {
@@ -56,8 +57,23 @@ export const PROJECTILE_TYPES = {
exploded = true;
break;
} else if (shieldHit.shieldType.projectileEffect === 'spring') {
const cx = shieldHit.player.x;
const cy = shieldHit.player.y + PLAYER_TANK_Y_FOOTPRINT;
const nx = x - cx;
const ny = y - cy;
const len = Math.sqrt(nx * nx + ny * ny);
const ux = nx / len;
const uy = ny / len;
const rad = deg2rad(projectile.a);
const vx = -Math.cos(rad);
const vy = -Math.sin(rad);
const dot = vx * ux + vy * uy;
const rx = vx - 2 * dot * ux;
const ry = vy - 2 * dot * uy;
const theta = Math.atan2(ry, rx);
projectile.a = wrap(0, Math.round(180 - rad2deg(theta)), 180);
projectile.ox = projectile.x;
projectile.oy = projectile.y -1;
projectile.oy = projectile.y - 1;
projectile.t = 0;
break;
}
@@ -82,15 +98,20 @@ export const PROJECTILE_TYPES = {
}
}
projectile.trail.push({x: prevProjectile.x, y: prevProjectile.y});
if (projectile.trail.length > 10) projectile.trail.shift();
if (tracerMode || weapon.type === 'tracer') {
let trajectory = drawLineVirtual(
prevProjectile.x, prevProjectile.y,
projectile.x, projectile.y, player.c,
);
trajectory
.slice(0, trajectory.length-1) // Cut last pixel to prevent overlap
.map(x => ({...x, a:255})) // Add alpha to all lines
.slice(0, trajectory.length-1)
.map(x => ({...x, a:255}))
.forEach(x => trajectories.push(x));
}
return !exploded;
},
@@ -108,6 +129,7 @@ export const PROJECTILE_TYPES = {
t: 0, osc, wind,
state: 'flying',
d: 0,
trail: [],
}];
},
stop(projectile) {
@@ -160,6 +182,21 @@ export const PROJECTILE_TYPES = {
finished = true;
break;
} else if (shieldHit.shieldType.projectileEffect === 'spring') {
const cx = shieldHit.player.x;
const cy = shieldHit.player.y + PLAYER_TANK_Y_FOOTPRINT;
const nx = x - cx;
const ny = y - cy;
const len = Math.sqrt(nx * nx + ny * ny);
const ux = nx / len;
const uy = ny / len;
const rad = deg2rad(projectile.a);
const vx = -Math.cos(rad);
const vy = -Math.sin(rad);
const dot = vx * ux + vy * uy;
const rx = vx - 2 * dot * ux;
const ry = vy - 2 * dot * uy;
const theta = Math.atan2(ry, rx);
projectile.a = wrap(0, Math.round(180 - rad2deg(theta)), 180);
projectile.ox = projectile.x;
projectile.oy = projectile.y - 10;
projectile.t = 0;
@@ -221,15 +258,20 @@ export const PROJECTILE_TYPES = {
);
projectile.osc.frequency.setValueAtTime(f, audio.currentTime);
projectile.trail.push({x: prevProjectile.x, y: prevProjectile.y});
if (projectile.trail.length > 10) projectile.trail.shift();
if (tracerMode || weapon.type === 'tracer') {
let trajectory = drawLineVirtual(
prevProjectile.x, prevProjectile.y,
projectile.x, projectile.y, player.c,
);
trajectory
.slice(0, trajectory.length-1) // Cut last pixel to prevent overlap
.map(x => ({...x, a:255})) // Add alpha to all lines
.slice(0, trajectory.length-1)
.map(x => ({...x, a:255}))
.forEach(x => trajectories.push(x));
}
return !finished;
},
+17 -10
View File
@@ -5,8 +5,15 @@ import {audio, createOsc} from './sound.js?v=6';
import {clipTerrain} from './terrain.js?v=6';
export function drawExplosion(ctx, x, y, r) {
const color = 255 - (16 * (r % 16));
drawCircle(ctx, x, y, r, `rgb(${color}, 0, 0)`);
const step = Math.max(1, Math.floor(r / 12));
for (let i = r; i > 0; i -= step) {
const t = 1 - (i / r);
const base = 60 + Math.floor(t * 195);
const flicker = Math.floor(Math.sin(r * 0.3 + i * 0.7) * 35);
const red = clamp(0, base + flicker, 255);
const green = clamp(0, Math.floor(flicker * 0.3 + t * 25), 50);
drawCircle(ctx, x, y, i, `rgb(${red}, ${green}, 0)`);
}
}
export function drawDirt(ctx, x, y, r, c) {
@@ -31,8 +38,8 @@ export const EXPLOSION_TYPES = {
osc.start();
return {type:'blast', x, y, r, cr:0, osc};
},
update(explosion) {
return ++explosion.cr < explosion.r;
update(explosion, dt) {
return (explosion.cr += dt * 30) < explosion.r;
},
draw(explosion, foreground) {
const {x, y, cr, osc} = explosion;
@@ -70,8 +77,8 @@ export const EXPLOSION_TYPES = {
const {osc} = explosion;
osc.stop();
},
update(explosion) {
return ++explosion.cr < explosion.r;
update(explosion, dt) {
return (explosion.cr += dt * 30) < explosion.r;
},
draw(explosion, foreground, terrain) {
const {x, y, cr, osc} = explosion;
@@ -97,8 +104,8 @@ export const EXPLOSION_TYPES = {
const {osc} = explosion;
osc.stop();
},
update(explosion) {
return ++explosion.cr < explosion.r;
update(explosion, dt) {
return (explosion.cr += dt * 30) < explosion.r;
},
draw(explosion, foreground, terrain) {
const {x, y, cr, osc} = explosion;
@@ -125,8 +132,8 @@ export const EXPLOSION_TYPES = {
const {osc} = explosion;
osc.stop();
},
update(explosion) {
return ++explosion.cr < Math.min(explosion.r, explosion.y);
update(explosion, dt) {
return (explosion.cr += dt * 30) < Math.min(explosion.r, explosion.y);
},
draw(explosion, foreground, terrain) {
const {x, y, cr, osc, pattern} = explosion;