From c28a826d8095f979ce0dfc242b94295929d5fdcc Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=D0=90=D0=BD=D1=82=D0=BE=D0=BD=20=D0=A2=D1=80=D0=BE=D1=88?= =?UTF-8?q?=D0=B8=D0=BD?= Date: Wed, 29 Jul 2026 22:54:45 +0300 Subject: [PATCH] fix: if napalm is shot off screen do nto wait for it to burn out --- src/main.js | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/src/main.js b/src/main.js index 6516b03..0646cf4 100644 --- a/src/main.js +++ b/src/main.js @@ -523,10 +523,11 @@ function update() { updateParticles(); let napalmDt = dt; if (state === 'explosions') { + const offScreen = (x, y) => x < 0 || x >= W || y < 0 || y >= H; const allNapalmOffScreen = - (!napalmEmitter || napalmEmitter.y >= H) && - napalmParticles.every(p => p.y >= H) && - fireCells.every(f => f.y >= H); + (!napalmEmitter || offScreen(napalmEmitter.x, napalmEmitter.y)) && + napalmParticles.every(p => offScreen(p.x, p.y)) && + fireCells.every(f => offScreen(f.x, f.y)); if (allNapalmOffScreen) napalmDt = dt * 100; } updateNapalm(napalmDt);