Sky
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@@ -1,9 +1,10 @@
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import {key} from './input.js';
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import {createTerrain, clipTerrain, isTerrain, landHeight} from './terrain.js';
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import {createTerrain, clipTerrain, isTerrain, landHeight, collapseTerrain} from './terrain.js';
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import {createCanvas, drawLine, loop, drawText, drawRect} from './gfx.js';
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import {wrap, clamp, parable, deg2rad, vec, randomInt} from './math.js';
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import {drawExplosion, WEAPONS} from './weapons.js';
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import {createOsc, audio} from './sound.js';
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import {createSky} from './sky.js';
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const W = 640; const H = 400; const Z = 2;
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@@ -21,10 +22,9 @@ fb.canvas.style.width = `${W * Z}px`;
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fb.canvas.style.height = `${H * Z}px`;
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document.body.appendChild(fb.canvas);
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// Init terrain
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// Init aux canvases
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const sky = createSky(W, H);
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const terrain = createTerrain(W, H);
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// Init projectiles
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const projectiles = createCanvas(W, H);
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// Init players
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@@ -70,7 +70,7 @@ function update() {
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else if (state === 'fire') {
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prevProjectile = {...projectile};
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if (fadeCount++ === 2) {
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if (fadeCount++ === 1) {
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fadeProjectiles(1);
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fadeCount = 0;
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}
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@@ -87,13 +87,18 @@ function update() {
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clipTerrain(terrain, (ctx) => drawExplosion(ctx, projectile.x, projectile.y, weapon.xr));
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projectile.osc.stop();
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projectile = null;
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state = 'land';
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state = 'collapse-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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else if (state === 'collapse-land') {
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collapseTerrain(terrain);
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state = 'land-players';
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}
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else if (state === 'land-players') {
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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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@@ -113,6 +118,7 @@ function update() {
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function draw() {
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fb.clearRect(0, 0, W, H);
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fb.drawImage(sky.canvas, 0, 0);
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fb.drawImage(terrain.canvas, 0, 0);
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if (projectile) drawProjectile();
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fb.drawImage(projectiles.canvas, 0, 0);
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@@ -0,0 +1,19 @@
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import {createCanvas, drawRect, clipCanvas, plot} from './gfx.js';
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import {randomInt} from './math.js';
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export function createSky(width, height) {
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const ctx = createCanvas(width, height);
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generateSky(ctx);
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return ctx;
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}
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export function generateSky(ctx) {
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const {width, height} = ctx.canvas;
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const [r, g, b] = [70*0.6, 130*0.6, 180*0.6];
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for (let y=0; y<height; y++) {
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const darken = 1 - (1/height*y);
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const [dr, dg, db] = [r*darken, g*darken, b*darken];
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drawRect(ctx, 0, y, width, 1, `rgb(${dr},${dg},${db})`);
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}
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}
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+16
-1
@@ -10,11 +10,26 @@ export function createTerrain(width, height) {
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export function generateTerrain(ctx) {
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const {width, height} = ctx.canvas;
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for (let x=0; x<width; x++) {
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const h = Math.round(80 + 30 * Math.sin(x/25));
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const h = Math.round(120 + 30 * Math.sin(x/25));
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drawRect(ctx, x, height-h, 1, h, 'burlywood');
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}
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}
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export function collapseTerrain(ctx) {
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const {width, height} = ctx.canvas;
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for (let x=0; x<width; x++) {
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const imageData = ctx.getImageData(x, 0, 1, height);
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let land = 0;
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for (let y=0; y<height*4; y+=4) {
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if (imageData.data[y+3] > 0) land++;
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}
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ctx.clearRect(x, 0, 1, height);
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drawRect(ctx, x, height-land, 1, land, 'burlywood');
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}
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}
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export function isTerrain(ctx, x, y) {
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const imageData = ctx.getImageData(x, y, 1, 1);
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return imageData.data[3] > 0;
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