fix: if napalm is shot off screen do nto wait for it to burn out
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+4
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+4
-3
@@ -523,10 +523,11 @@ function update() {
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updateParticles();
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updateParticles();
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let napalmDt = dt;
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let napalmDt = dt;
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if (state === 'explosions') {
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if (state === 'explosions') {
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const offScreen = (x, y) => x < 0 || x >= W || y < 0 || y >= H;
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const allNapalmOffScreen =
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const allNapalmOffScreen =
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(!napalmEmitter || napalmEmitter.y >= H) &&
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(!napalmEmitter || offScreen(napalmEmitter.x, napalmEmitter.y)) &&
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napalmParticles.every(p => p.y >= H) &&
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napalmParticles.every(p => offScreen(p.x, p.y)) &&
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fireCells.every(f => f.y >= H);
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fireCells.every(f => offScreen(f.x, f.y));
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if (allNapalmOffScreen) napalmDt = dt * 100;
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if (allNapalmOffScreen) napalmDt = dt * 100;
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}
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}
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updateNapalm(napalmDt);
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updateNapalm(napalmDt);
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