game start menu + market

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catarrh committed 2026-07-24 23:22:31 +03:00
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commit eab6fef606
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@@ -1,14 +1,15 @@
import {AI_TYPES} from './ai.js';
import {DEATH_SPECS, EXPLOSION_SHAKE_REDUCTION_FACTOR, H, MAX_EXPLOSION_SHAKE_FACTOR, MAX_WIND, PARTICLE_AMOUNT, PARTICLE_FADE_AMOUNT, PARTICLE_MAX_POWER_FACTOR, PARTICLE_MIN_LIFETIME, PARTICLE_MIN_POWER_FACTOR, PARTICLE_POWER_REDUCTION_FACTOR, PARTICLE_TIME_FACTOR, PARTICLE_WIND_REDUCTION_FACTOR, PLAYER_ANGLE_FAST_INCREMENT, PLAYER_ANGLE_INCREMENT, PLAYER_ANGLE_TICK_SOUND_INTERVAL, PLAYER_COLORS, PLAYER_ENERGY_POWER_MULTIPLIER, PLAYER_EXPLOSION_PARTICLE_POWER, PLAYER_FALL_DAMAGE_FACTOR, PLAYER_FALL_DAMAGE_HEIGHT, PLAYER_INITIAL_POWER, PLAYER_MAX_ENERGY, PLAYER_POWER_FAST_INCREMENT, PLAYER_POWER_INCREMENT, PLAYER_POWER_TICK_SOUND_INTERVAL, PLAYER_STARTING_TOOLS, PLAYER_STARTING_WEAPONS, PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, SHIELD_TYPES, TRAJECTORY_FADE_SPEED, TRAJECTORY_FLOAT_SPEED, W, WEAPON_TYPES, Z} from './constants.js';
import {createCanvas, drawLine, drawRect, drawSemiCircle, drawText, loop, plot, strokeCircle} from './gfx.js';
import {afterKeyDelay, key} from './input.js';
import {clamp, deg2rad, distance, parable, random, randomInt, vec, wrap} from './math.js';
import {PROJECTILE_TYPES} from './projectiles.js';
import {generateSky} from './sky.js';
import {playTickSound} from './sound.js';
import {clipTerrain, closestLand, collapseTerrain, generateTerrain, isTerrain, landHeight} from './terrain.js';
import {sample, shuffle} from './utils.js';
import {EXPLOSION_TYPES} from './weapons.js';
import {AI_TYPES} from './ai.js?v=4';
import {DEATH_SPECS, EXPLOSION_SHAKE_REDUCTION_FACTOR, H, MAX_EXPLOSION_SHAKE_FACTOR, MAX_WIND, PARTICLE_AMOUNT, PARTICLE_FADE_AMOUNT, PARTICLE_MAX_POWER_FACTOR, PARTICLE_MIN_LIFETIME, PARTICLE_MIN_POWER_FACTOR, PARTICLE_POWER_REDUCTION_FACTOR, PARTICLE_TIME_FACTOR, PARTICLE_WIND_REDUCTION_FACTOR, PLAYER_ANGLE_FAST_INCREMENT, PLAYER_ANGLE_INCREMENT, PLAYER_ANGLE_TICK_SOUND_INTERVAL, PLAYER_COLORS, PLAYER_ENERGY_POWER_MULTIPLIER, PLAYER_EXPLOSION_PARTICLE_POWER, PLAYER_FALL_DAMAGE_FACTOR, PLAYER_FALL_DAMAGE_HEIGHT, PLAYER_INITIAL_POWER, PLAYER_MAX_ENERGY, PLAYER_POWER_FAST_INCREMENT, PLAYER_POWER_INCREMENT, PLAYER_POWER_TICK_SOUND_INTERVAL, PLAYER_STARTING_TOOLS, PLAYER_STARTING_WEAPONS, PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, SHIELD_TYPES, TRAJECTORY_FADE_SPEED, TRAJECTORY_FLOAT_SPEED, W, WEAPON_TYPES, Z, STARTING_SCORE, SCORE_PER_KILL, SCORE_FOR_WIN, MARKET_ITEMS} from './constants.js?v=4';
import {createCanvas, drawLine, drawRect, drawSemiCircle, drawText, loop, plot, strokeCircle} from './gfx.js?v=4';
import {afterKeyDelay, key} from './input.js?v=4';
import {clamp, deg2rad, distance, parable, random, randomInt, vec, wrap} from './math.js?v=4';
import {PROJECTILE_TYPES} from './projectiles.js?v=4';
import {generateSky} from './sky.js?v=4';
import {playTickSound} from './sound.js?v=4';
import {clipTerrain, closestLand, collapseTerrain, generateTerrain, isTerrain, landHeight} from './terrain.js?v=4';
import {sample, shuffle} from './utils.js?v=4';
import {EXPLOSION_TYPES} from './weapons.js?v=4';
import {drawPanelBg, drawPanelTitle, drawPanelText, drawPanelDivider, drawPanelMenu, getPanelBounds} from './panel.js?v=4';
let state = 'start-game';
@@ -23,6 +24,13 @@ let trajectories = [];
let idle = false;
let winner;
let score = 0;
let round = 0;
let totalRounds = 1;
let selectedPlayers = 6;
let selectedTerrain = null;
let menuState = null;
// Music
// const music = createAudioLoop('assets/battle.mp3');
@@ -39,7 +47,6 @@ framebuffer.canvas.style.height = `${H * Z}px`;
document.body.appendChild(framebuffer.canvas);
function init() {
state = 'start-game';
players = [];
currentPlayer = 0;
projectiles = [];
@@ -55,8 +62,87 @@ function init() {
initPlayers();
}
function initPlayers() {
for (let i=0; i<PLAYER_COLORS.length; i++) {
function initNewGame() {
score = STARTING_SCORE;
round = 0;
totalRounds = 1;
selectedPlayers = 6;
selectedTerrain = null;
menuState = {
selected: 0,
values: [1, 0, 0],
};
state = 'start-menu';
}
function updateStartMenu() {
const options = ['Players', 'Rounds', 'Terrain'];
const playerCounts = [2, 3, 4, 5, 6];
const roundCounts = [1, 3, 5, 10];
const terrains = ['Random', 'Mountain', 'Sand'];
if (!menuState) {
menuState = {
selected: 0,
values: [selectedPlayers, totalRounds, selectedTerrain || 0],
};
}
if (key('ArrowUp')) {
if (afterKeyDelay()) {
menuState.selected = (menuState.selected - 1 + options.length) % options.length;
playTickSound();
}
}
else if (key('ArrowDown')) {
if (afterKeyDelay()) {
menuState.selected = (menuState.selected + 1) % options.length;
playTickSound();
}
}
else if (key('ArrowLeft')) {
if (afterKeyDelay()) {
const opt = menuState.selected;
if (opt === 0) {
menuState.values[0] = (menuState.values[0] - 2 + playerCounts.length) % playerCounts.length;
} else if (opt === 1) {
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;
}
playTickSound();
}
}
else if (key('ArrowRight')) {
if (afterKeyDelay()) {
const opt = menuState.selected;
if (opt === 0) {
menuState.values[0] = (menuState.values[0] + 1) % playerCounts.length;
} else if (opt === 1) {
menuState.values[1] = (menuState.values[1] + 1) % roundCounts.length;
} else if (opt === 2) {
menuState.values[2] = (menuState.values[2] + 1) % terrains.length;
}
playTickSound();
}
}
else if (key('Enter')) {
if (afterKeyDelay()) {
selectedPlayers = playerCounts[menuState.values[0]];
totalRounds = roundCounts[menuState.values[1]];
selectedTerrain = menuState.values[2] === 0 ? null : terrains[menuState.values[2]].toLowerCase();
menuState = null;
score = STARTING_SCORE;
initAllPlayerStats();
state = 'market';
}
}
}
function initAllPlayerStats() {
players = [];
const playerCount = selectedPlayers;
for (let i=0; i<playerCount; i++) {
const [color, borderColor] = PLAYER_COLORS[i];
players.push({
name: `Player ${i+1}`,
@@ -64,24 +150,131 @@ function initPlayers() {
x:0, y:0, a:0,
c: color, cb: borderColor,
p: PLAYER_INITIAL_POWER,
tools: PLAYER_STARTING_TOOLS.map(x => ({...x})), // FIXME: Ghetto clone
weapons: PLAYER_STARTING_WEAPONS.map(x => ({...x})), // FIXME: Ghetto clone
tools: [{type: 'parachute', ammo: 0}],
weapons: PLAYER_STARTING_WEAPONS.map(x => ({...x})),
currentWeapon: 0,
energy: PLAYER_MAX_ENERGY,
shield: null,
ai: i !== 0 ? sample(Object.keys(AI_TYPES)) : undefined,
parachute: null,
fallHeight: 0,
score: 0,
kills: 0,
deaths: 0,
shotsFired: 0,
wins: 0,
});
}
}
function updateMarket() {
const marketItems = Object.keys(MARKET_ITEMS);
if (!menuState) {
menuState = {
selected: 0,
scrollOffset: 0,
};
players.forEach(p => {
if (p.ai) aiBuy(p);
});
}
if (key('ArrowUp')) {
if (afterKeyDelay()) {
menuState.selected = (menuState.selected - 1 + marketItems.length) % marketItems.length;
if (menuState.selected < menuState.scrollOffset) menuState.scrollOffset = menuState.selected;
if (menuState.selected >= menuState.scrollOffset + 10) menuState.scrollOffset = menuState.selected - 9;
playTickSound();
}
}
else if (key('ArrowDown')) {
if (afterKeyDelay()) {
menuState.selected = (menuState.selected + 1) % marketItems.length;
if (menuState.selected >= menuState.scrollOffset + 10) menuState.scrollOffset = menuState.selected - 9;
if (menuState.selected < menuState.scrollOffset) menuState.scrollOffset = menuState.selected;
playTickSound();
}
}
else if (key(' ')) {
if (afterKeyDelay()) {
const item = marketItems[menuState.selected];
const itemData = MARKET_ITEMS[item];
const humanPlayer = players.find(p => !p.ai);
if (humanPlayer && score >= itemData.price && item !== 'babyMissile') {
score -= itemData.price;
let existingWeapon = humanPlayer.weapons.find(w => w.type === item);
if (existingWeapon) {
existingWeapon.ammo += itemData.ammo;
} else {
humanPlayer.weapons.push({type: item, ammo: itemData.ammo});
}
playTickSound();
}
}
}
else if (key('Enter')) {
if (afterKeyDelay()) {
menuState = null;
state = 'round-start';
}
}
else {
idle = true;
}
}
function aiBuy(player) {
player.score = STARTING_SCORE;
const marketItems = Object.keys(MARKET_ITEMS).filter(x => x !== 'babyMissile' && x !== 'tracer');
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;
let existingWeapon = player.weapons.find(w => w.type === item);
if (existingWeapon) {
existingWeapon.ammo += itemData.ammo;
} else {
player.weapons.push({type: item, ammo: itemData.ammo});
}
}
attempts++;
}
}
function initPlayers() {
const playerCount = selectedPlayers;
for (let i=0; i<playerCount; i++) {
const [color, borderColor] = PLAYER_COLORS[i];
players.push({
name: `Player ${i+1}`,
dead: false,
x:0, y:0, a:0,
c: color, cb: borderColor,
p: PLAYER_INITIAL_POWER,
tools: PLAYER_STARTING_TOOLS.map(x => ({...x})),
weapons: PLAYER_STARTING_WEAPONS.map(x => ({...x})),
currentWeapon: 0,
energy: PLAYER_MAX_ENERGY,
shield: {type:'springShield', energy:SHIELD_TYPES.springShield.energy},
ai: i !== 0 ? sample(Object.keys(AI_TYPES)) : undefined,
parachute: null,
fallHeight: 0,
score: 0,
kills: 0,
deaths: 0,
shotsFired: 0,
wins: 0,
});
}
// Randomize positions
players = shuffle(players);
// Positions
for (let i=0; i<PLAYER_COLORS.length; i++) {
for (let i=0; i<players.length; i++) {
const player = players[i];
player.x = 50 + (W-100) / 5 * i;
player.x = 50 + (W-100) / (players.length - 1) * i;
player.y = landHeight(terrain, player.x) + 1;
player.a = player.x > W/2 ? 45 : 180-45;
clipTerrain(terrain, (ctx) => drawRect(ctx, player.x-4, 0, 8, player.y, ctx.color));
@@ -99,6 +292,19 @@ function update() {
updateParticles();
if (state === 'start-game') {
initNewGame();
}
else if (state === 'start-menu') {
updateStartMenu();
}
else if (state === 'market') {
updateMarket();
}
else if (state === 'round-start') {
round++;
init();
state = 'start-turn';
}
@@ -172,6 +378,7 @@ function update() {
const {projectile} = WEAPON_TYPES[weapon.type];
const projectileType = PROJECTILE_TYPES[projectile.type];
weapon.ammo -= 1;
player.shotsFired++;
projectileType.create(projectile, player, weapon, px, py, a, p, wind)
.forEach(x => projectiles.push(x));
@@ -266,6 +473,7 @@ function update() {
explosions.push(explosionType.create(explosionSpec, x, y));
createParticles(x, y, PLAYER_EXPLOSION_PARTICLE_POWER, c);
dyingPlayer.dead = true;
dyingPlayer.deaths++;
state = 'explosions';
}
@@ -273,10 +481,11 @@ function update() {
const alivePlayers = players.filter(x => !x.dead);
if (alivePlayers.length === 0) {
return state = 'game-over';
return state = 'round-end';
} else if (alivePlayers.length === 1) {
winner = alivePlayers[0];
return state = 'player-win';
winner.wins++;
return state = 'round-end';
}
for (let player of players) {
@@ -296,13 +505,36 @@ function update() {
state = 'start-turn';
}
else if (state === 'player-win') {
if (key('Enter')) state = 'start-game';
else if (state === 'round-end') {
if (!menuState) {
menuState = {scoreAwarded: false};
for (let player of players) {
player.score += player.kills * SCORE_PER_KILL;
}
if (winner) {
winner.score += SCORE_FOR_WIN;
}
menuState.scoreAwarded = true;
}
if (key('Enter')) {
if (afterKeyDelay()) {
menuState = null;
if (round < totalRounds) {
state = 'market';
} else {
state = 'game-over';
}
}
}
idle = true;
}
else if (state === 'game-over') {
if (key('Enter')) state = 'start-game';
if (key('Enter')) {
if (afterKeyDelay()) {
state = 'start-game';
}
}
idle = true;
}
@@ -381,7 +613,7 @@ export function isTankShield(x, y) {
}
function draw() {
if (idle && particles.length===0) return;
if (idle && particles.length===0 && state !== 'start-menu' && state !== 'market' && state !== 'round-end' && state !== 'game-over') return;
foreground.clearRect(0, 0, W, H);
drawTrajectories();
@@ -395,6 +627,16 @@ function draw() {
framebuffer.drawImage(c.canvas, 0, 0);
}
if (state === 'start-menu') {
drawStartMenuPanel();
} else if (state === 'market') {
drawMarketPanel();
} else if (state === 'round-end') {
drawRoundEndPanel();
} else if (state === 'game-over') {
drawGameOverPanel();
}
drawScreenShake();
}
@@ -494,6 +736,113 @@ function drawParticles() {
foreground.globalAlpha = 1;
}
function drawStartMenuPanel() {
drawPanelBg(framebuffer);
drawPanelTitle(framebuffer, 'RAVAGED PLANET');
const playerCounts = [2, 3, 4, 5, 6];
const roundCounts = [1, 3, 5, 10];
const terrains = ['Random', 'Mountain', 'Sand'];
const y = 100;
const labels = ['Players', 'Rounds', 'Terrain'];
const values = [
playerCounts[menuState.values[0]],
roundCounts[menuState.values[1]],
terrains[menuState.values[2]],
];
for (let i=0; i<labels.length; i++) {
const isSelected = menuState.selected === i;
const prefix = isSelected ? '> ' : ' ';
const color = isSelected ? 'yellow' : 'white';
drawPanelText(framebuffer, `${prefix}${labels[i]}: ${values[i]}`, 160, y + i * 30, color);
}
drawPanelDivider(framebuffer, 230);
drawPanelText(framebuffer, 'Press ENTER to start', 160, 250, 'white');
}
function drawMarketPanel() {
drawPanelBg(framebuffer);
drawPanelTitle(framebuffer, 'MARKET');
const humanPlayer = players.find(p => !p.ai);
drawPanelText(framebuffer, `Score: ${score}`, 160, 90, 'yellow');
const marketItems = Object.keys(MARKET_ITEMS);
const y = 110;
const maxVisible = 8;
for (let i=0; i<Math.min(maxVisible, marketItems.length); i++) {
const itemIndex = i + (menuState ? menuState.scrollOffset : 0);
if (itemIndex >= marketItems.length) break;
const item = marketItems[itemIndex];
const itemData = MARKET_ITEMS[item];
const isSelected = menuState && menuState.selected === itemIndex;
const prefix = isSelected ? '> ' : ' ';
const color = isSelected ? 'yellow' : 'white';
let ammoText = '';
if (humanPlayer) {
const weapon = humanPlayer.weapons.find(w => w.type === item);
if (weapon) {
ammoText = weapon.type === 'babyMissile' || weapon.type === 'tracer' ? '(owned)' : `(x${weapon.ammo})`;
} else {
ammoText = '(none)';
}
}
const priceText = itemData.price === 0 ? 'FREE' : `$${itemData.price}`;
drawPanelText(framebuffer, `${prefix}${item}: ${priceText} ${ammoText}`, 140, y + i * 20, color);
}
drawPanelDivider(framebuffer, 280);
drawPanelText(framebuffer, 'SPACE: Buy ENTER: Start Round', 160, 290, 'white');
}
function drawRoundEndPanel() {
drawPanelBg(framebuffer);
if (winner) {
drawPanelTitle(framebuffer, `Round ${round} Complete!`);
drawPanelText(framebuffer, `Winner: ${winner.name}`, 160, 100, winner.c);
drawPanelText(framebuffer, `Kills: ${winner.kills}`, 160, 130, 'white');
drawPanelText(framebuffer, `Round Score: ${winner.kills * SCORE_PER_KILL + SCORE_FOR_WIN}`, 160, 160, 'white');
} else {
drawPanelTitle(framebuffer, `Round ${round} Complete!`);
drawPanelText(framebuffer, 'Nobody survived!', 160, 100, 'white');
}
drawPanelText(framebuffer, `Total Score: ${score}`, 160, 200, 'yellow');
drawPanelDivider(framebuffer, 240);
if (round < totalRounds) {
drawPanelText(framebuffer, 'Press ENTER for next round', 160, 260, 'white');
} else {
drawPanelText(framebuffer, 'Press ENTER for final results', 160, 260, 'white');
}
}
function drawGameOverPanel() {
drawPanelBg(framebuffer);
drawPanelTitle(framebuffer, 'GAME OVER');
const y = 80;
const sortedPlayers = [...players].sort((a, b) => b.wins - a.wins || b.kills - a.kills);
for (let i=0; i<sortedPlayers.length; i++) {
const p = sortedPlayers[i];
const text = `${p.name}: W:${p.wins} K:${p.kills} D:${p.deaths} S:${p.shotsFired}`;
const color = i === 0 ? 'yellow' : 'white';
drawPanelText(framebuffer, text, 160, y + i * 25, color);
}
drawPanelDivider(framebuffer, 280);
drawPanelText(framebuffer, 'Press ENTER to play again', 160, 290, 'white');
}
function drawScreenShake() {
const x = randomInt(-screenShake, screenShake);
const y = randomInt(-screenShake, screenShake);
@@ -501,15 +850,7 @@ function drawScreenShake() {
}
function drawStatus() {
if (state === 'player-win') {
drawText(foreground, `${winner.name} wins!`, 8, 8, winner.c, 'left');
drawText(foreground, `Press ENTER to play again`, W-8, 8, 'white', 'right');
return;
}
else if (state === 'game-over') {
drawText(foreground, `EVERYBODY IS DEAD`, 8, 8, 'white', 'left');
drawText(foreground, `Press ENTER to play again`, W-8, 8, 'white', 'right');
if (state === 'start-menu' || state === 'market' || state === 'round-end' || state === 'game-over') {
return;
}
@@ -519,6 +860,7 @@ function drawStatus() {
const weaponType = WEAPON_TYPES[weapon.type];
drawText(foreground, `${player.name} NRG:${player.energy} AIM:${player.a} PWR:${player.p} SHD:${player.shield?player.shield.energy:0} ${clamp(0, weapon.ammo, 99)} ${weaponType.name}`, 8, 8, player.c, 'left');
drawText(foreground, `WIND: ${wind<=0?'<':''}${Math.abs(wind)}${wind>=0?'>':''}`, W-8, 8, 'white', 'right');
drawText(foreground, `Round: ${round}/${totalRounds} Score: ${score}`, W-8, 18, 'white', 'right');
}
loop(() => {