Multiple weapons

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zenoamaro committed 2019-06-27 22:42:04 +02:00
1 parent 0e7de015ea
commit d749615fed
2 files changed
+39 -9

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+38 -9
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@@ -1,4 +1,4 @@
import {H, MAX_BULLET_SOUND_FREQUENCY, MAX_WIND, MIN_BULLET_SOUND_FREQUENCY, PLAYER_COLORS, PLAYER_INITIAL_POWER, REDUCTION_FACTOR, W, Z, PROJECTILE_ITERATIONS_PER_FRAME, PROJECTILE_ITERATION_PROGRESS, PLAYER_MAX_ENERGY, PLAYER_ENERGY_POWER_MULTIPLIER, FALL_DAMAGE_FACTOR, FALL_DAMAGE_HEIGHT} from './constants.js';
import {H, MAX_BULLET_SOUND_FREQUENCY, MAX_WIND, MIN_BULLET_SOUND_FREQUENCY, PLAYER_COLORS, PLAYER_INITIAL_POWER, REDUCTION_FACTOR, W, Z, PROJECTILE_ITERATIONS_PER_FRAME, PROJECTILE_ITERATION_PROGRESS, PLAYER_MAX_ENERGY, PLAYER_ENERGY_POWER_MULTIPLIER, FALL_DAMAGE_FACTOR, FALL_DAMAGE_HEIGHT, PLAYER_WEAPON_CHANGE_DELAY} from './constants.js';
import {createCanvas, drawLine, drawRect, drawText, loop} from './gfx.js';
import {key} from './input.js';
import {clamp, deg2rad, parable, randomInt, vec, wrap} from './math.js';
@@ -18,6 +18,7 @@ let prevProjectile = null;
let explosion = null;
let wind = 0;
let fadeCount = 0;
let lastWeaponChangeTime = 0;
// Init layers
const sky = createSky(W, H);
@@ -39,7 +40,15 @@ for (let color of PLAYER_COLORS) {
players.push({
x, y: landHeight(terrain, x)+1, a,
p: PLAYER_INITIAL_POWER, c: color,
weapon: WEAPON_TYPES[0],
weapons: [
{type: 'baby-missile', ammo:Infinity},
{type: 'missile', ammo:5},
{type: 'baby-nuke', ammo:3},
{type: 'nuke', ammo:1},
{type: 'dirt', ammo:3},
{type: 'large-dirt', ammo:1},
],
currentWeapon: 0,
energy: PLAYER_MAX_ENERGY,
ai: i !== 0 ? 'moron' : undefined,
fallHeight: 0,
@@ -49,9 +58,6 @@ for (let color of PLAYER_COLORS) {
function update() {
if (state === 'start-turn') {
const player = players[currentPlayer];
player.fallHeight = 0;
wind = randomInt(-MAX_WIND, +MAX_WIND);
state = 'aim';
}
@@ -82,6 +88,11 @@ function update() {
} else if (key('ArrowDown')) {
player.p = clamp(0, p -2, maxPower);
if (p > 0 && p % 4 === 0) playTickSound();
} else if (key('Tab')) {
if (Date.now() - lastWeaponChangeTime < PLAYER_WEAPON_CHANGE_DELAY) return;
player.currentWeapon = wrap(0, player.currentWeapon+1, player.weapons.length);
lastWeaponChangeTime = Date.now();
playTickSound();
} else if (key(' ')) {
shoot = {a, p};
}
@@ -89,13 +100,18 @@ function update() {
if (shoot) {
const {a, p} = shoot;
const [px, py] = vec(x, y-3, a+180, 5);
const weaponType = player.weapons[player.currentWeapon];
weaponType.ammo -= 1;
projectile = prevProjectile = {
osc: createOsc(),
player: player,
weapon: player.weapon,
weaponTypeId: weaponType.type,
ox:px, oy:py, a, p,
x:px, y:py, t: 0,
};
projectile.osc.start();
state = 'fire';
}
@@ -110,7 +126,8 @@ function update() {
}
for (let i=0; i<PROJECTILE_ITERATIONS_PER_FRAME; i++) {
const {weapon, ox, oy, a, p, t} = projectile;
const {weaponTypeId, ox, oy, a, p, t} = projectile;
const weapon = WEAPON_TYPES.find(x => x.id === weaponTypeId);
const [x, y] = parable(t, ox, oy, deg2rad(180+a), p/REDUCTION_FACTOR, wind/REDUCTION_FACTOR);
const f = (1-(1/H*y)) * (MAX_BULLET_SOUND_FREQUENCY-MIN_BULLET_SOUND_FREQUENCY) + MIN_BULLET_SOUND_FREQUENCY;
projectile.t += PROJECTILE_ITERATION_PROGRESS;
@@ -180,6 +197,16 @@ function update() {
}
else if (state === 'end-turn') {
const player = players[currentPlayer];
const weaponType = player.weapons[player.currentWeapon];
if (weaponType.ammo <= 0) {
player.weapons = player.weapons.filter(x => x !== weaponType);
}
player.currentWeapon = wrap(0, player.currentWeapon, player.weapons.length);
player.fallHeight = 0;
let nextPlayer;
for (let p=0; p<players.length; p++) {
@@ -255,8 +282,10 @@ function drawStatus() {
}
const player = players[currentPlayer];
const {weapon} = player;
drawText(foreground, `NRG:${player.energy} AIM:${player.a} PWR:${player.p} ${weapon.name}`, 8, 8, player.c, 'left');
const {currentWeapon} = player;
const weaponType = player.weapons[currentWeapon];
const weapon = WEAPON_TYPES.find(x => x.id === weaponType.type);
drawText(foreground, `NRG:${player.energy} AIM:${player.a} PWR:${player.p} ${weapon.name} ${clamp(0, weaponType.ammo, 99)}`, 8, 8, player.c, 'left');
drawText(foreground, `WIND: ${wind<=0?'<':''}${Math.abs(wind)}${wind>=0?'>':''}`, W-8, 8, 'white', 'right');
}